Interview with Large Animal 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.
I once again had the pleasure of chatting with the team from Large Animal Games, who I interviewed last year for their game AlphaQUEUE. A local development company, and one of the few in the New York City area, it's been a pleasure watching them grow over the years. RocketBowl is their second consecutive IGF finalist entry.
Who are you and how were you involved with RocketBowl?
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Congrats on being two-time consecutive IGF finalists. How's it feel this year, coming back?
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You guys have been working on RocketBowl for a year and a half, is that from concept to finish? Or was the idea kicking around earlier?
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So did RocketBowl end up having any sort of backstory at all?
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So I understand that this is the first 3D title for you guys?
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Did you guys look at any other engines besides Torque?
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What were some of the difficulties you guys had going from 2D to 3D development?
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What was the largest issue that came up during development for each of you personally? How did you solve it? Could it have been avoided?
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What was some of the inspiration that went into the design of the levels to make them challenging for the player?
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What other tools beside Torque and its tools were used for RocketBowl?
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You guys said last year that you didn't use any version control for the source code - how about this year? In fact, any source control for the entire project pipeline?
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How many hours a week do you guys normally put in on the game? Were there any bad crunch periods that could have/should have been avoided?
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Indeed, Quality of Life is fast becoming the hot topic of the industry. What are your views on the current state of the industry's QoL, and what do you guys do to keep it fun and the pressure off?
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So have you guys looked beyond RocketBowl at all yet? What's next?
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Well good luck once again guys, I'll see you at the GDC in March
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Interview conducted by Drew "Gaiiden" Sikora.
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