Interview with Karthik Bala
In November, 2004, Nintendo released Spider-Man 2 by Vicarious Visions (VV), a launch title for the new Nintendo DS. Featuring 2 screens, one of them a touch screen, and built-in wireless networking, the Nintendo DS builds on Nintendo's strength in handheld gaming.
Over the holidays, GDNet swapped some emails with Karthik Bala, one of the co-founders of Vicarious Visions. Karthik shared details about the design and development of Spider-Man 2, what it was like developing software for a hardware platform that was still in the works, and offered some advice to new developers.
First off, can you give us some vital statistics about the Spider-Man 2 development:
- Team size (# of programmers, # of artists, and so on)
- Budget size
- Length of development
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Can you give us an overview of the design process for Spider-Man 2? Was it difficult to tailor the game to the Nintendo DS's unique features, especially the dual screens and the touch screen?
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In the same vein, did you have any issues with the hardware or software specifications for the DS changing over the course of the development?
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You have a lot of experience developing titles for the various Nintendo Game Boy models. Were you able to leverage that experience, and any tools and processes you may have created for past projects? Or did you have to create new ones? Was adapting difficult?
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The reviews of Spider-Man 2 that I have read have been quite positive, especially about how you tailored the game to the DS. Were you tempted to tap into the DS's wireless capabilities?
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Are you working on any other Nintendo DS titles (that you can talk about)?
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Over the past few years, VV has focused on developing brands more than creating new properties of their own. Do you think this will continue?
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VV has created games on a huge number of platforms: personal computers, consoles, handhelds, and cellphones. How important has your crossplatform expertise been in your success as a company?
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VV has it's roots in the "starving artist" indie scene, and even won awards in the 1st Indie Games Festival at GDC in 1999. Now VV has become more a "industry standard" independent (i.e., a development shop unowned by a publisher). Do you miss your startup days at all?
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Do you have any advice to give to developers who might be thinking of creating their own independent development shops?
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About the Author
David Michael is the author of The Indie Game Development Survival Guide (Charles River Media; ISBN:1584502142) and is a regular contributer to GameDev.net.
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