Interview with Grubby Games The CMP Game Group (producer of Game Developer magazine, Gamasutra.com, and the Game Developers Conference) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers. They saw how the Sundance Film Festival benefited the independent film community, and wanted to create a similar event for independent game developers as well as the student population of game developers. John Hattan talked with Grubby Games about their latest finalist in the IGF, FizzBall - nominated for Excellence in Audio. He also chatted with Grubby Games back in 2006 as well. It's now two years after your first IGF finalist, Professor Fizzwizzle, and you can now brag that you have a second finalist for the 2007 IGF. Tell me a little about this 2007 entry of yours.
One thing I noticed while playing the FizzBall demo is that the game itself has almost nothing in common with Professor Fizzwizzle (the game, not the character), yet you kept many of the same characters from the previous game. Is this an attempt to make a franchise of the "Professor Fizzwizzle Universe", a way to save money by reusing art assets, or a little of both?
I'm gonna break up the "what did you learn from your previous game" question so that I can get more detail. Your original models were done in LightWave, ZBrush, Photoshop, and a Cintiq tablet/monitor thingy. Did you change the setup at all for FizzBall, or was this impressive lineup still as good today as it was two years ago?
Any changes to the development pipeline and/or the tools used to write Professor Fizzwizzle?
Any reason you went with OS X instead of Linux? Is it a software thing, are you just into blue shiny buttons, or are you just upset that you were unrepresented in those "I'm a Mac, I'm a PC" commercials?
Was balancing the gameplay a problem in FizzBall? Given that the breakout-ball grows as you play the game, there's more surface area for hitting stuff, so you'd assume levels would get easier as the level went on. For example, a basketball game where the hoop grows by an inch every time you make a basket would be horribly unbalanced, as the team that made the first couple of baskets would be almost assured of winning. When designing FizzBall, was there a "rich getting richer" issue in the gameplay, or did you just playtest it until it felt right?
As I recall, at the 2005 GDC, you guys were bummed that you missed Keita Takahashi (the Katamari Damacy designer) presenting at the previous GDC. Do you have plans to see Shigeru Miyamoto (designer of Mario, Zelda, and a buncha other Nintendo fanboy-magnets) for this GDC?
Do you own or plan to own an Xbox 360, PS3, or Wii? Why or why not?
Last week I got my regular spam delivery from WildTangent (motto: install our runtime and never be left alone again), and I noticed that you guys were listed as one of the "Sweet NEW Game Releases for February!" Is there anything in particular you should do to impress the major game syndicators, or did they come to you?
Speaking as someone who's games were turned down by the major game-portals, I must jealously ask how useful they are in marketing your games. Do you have a feel as to what percentage of sales you get through the portals as opposed to direct purchases from your site? When you download a demo-version through a portal as opposed to directly from the Grubby Games site, is the fulfillment handled through the portal or is it still going through your site?
I notice you're using Plimus to do the money-handling for you, and the integration with your site is pretty seamless as far as making the commerce section look like it's your site rather than theirs. Are you happy with them as far as support and payment and such?
Any other "guerrilla marketing" advice you'd like to give? Any good online resources or tricks (apart from being an IGF finalist) that work to give yourself some face-time in the industry?
How's the Game Programming Wiki progressing? Any wiki-management experience you'd like to impart?
Anything other bits of game development wisdom you'd like to tell the readers, besides "vote for us for the audience award"?
Interview conducted by John Hattan |