Interview with Iocaine Studios
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.
The group from Iocaine, developers of the IGF finalist Hyperbol, was nice enough to chat online with me to answer a few questions about the development of their game. Read on to learn more about the making of Hyperbol and the team's big plans for the future.
Who are you and what was your role on Hyperbol?
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Congrats on making the IGF finals. This is quite a step up from the Student Showcase. How's it feel?
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How long have you guys been together?
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What got you all started in game development?
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Is Hyperbol the only game you guys have made as a team?
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Who came up with the original idea? When?
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What's the basic idea behind Hyperbol?
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How has the game design progressed from start to finish? Any major changes along the way?
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What was the most challenging issue that cropped up during development? How was it solved?
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What tools were used to create Hyperbol?
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How about the engine? Licensed? Homebrewed?
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What made you go the homebrew route, even staying away from open source libraries for physics, networking, etc?
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Are you guys located in the same area or scattered about the country/world?
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Are you guys planning to keep this up and stay indie, or want to get "real" jobs in the industry? Why?
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Were there any times during development you guys would consider being "crunch"? Or was the game a constant past time to be completed when it got done?
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Quality of Life is the hot topic these days. As indies, we're mainly tasked with our own QoL. What do you guys do to keep it fun? Any comments on QoL in the industry today from your points of view?
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Based on your experience on Hyperbol, you guys have any advice to give others starting down the indie path?
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Have you guys looked beyond Hyperbol yet at all? What's next?
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Well good luck at GDC, and in the future. I'll see you on the Expo floor in March.
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Interview conducted by Drew "Gaiiden" Sikora.
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