Interview with Ominous Development 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 Dexter, aka d000hg, sat down with Eric Walker from Ominous Development to discuss their IGF entry Strange Attractors, which was nominated for Innovation in Game Design. Who are you are how are/were you involved in Strange Attractors' development?
Congratulations on reaching the finals. What caused you to enter to enter in the first place, and did you hope to do so well?
How and when did your team get together? Can you give a brief history of the team?
Are you guys working as indies full-time, or around other jobs/studies?
Would you say your team runs more like a company, or more like a group of people making games for fun?
Where did the idea for the project come from originally, and has it changed much since its conception?
We had a one-button contest on GameDev recently – what do you think of this format?
What tools and 3rd-party libraries/software do you use for programming, modeling, artwork etc?
What were the biggest obstacles to making this game, and how did you overcome them?
Were you able to meet face-to-face as a team then, or was it online-only communication?
What were the best and worst points of development?
How long have you been working on this game?
What do you think makes your game stand out? Is this intentional?
What have you learned from this project?
What are your goals for the future and how has making the IGF finals changed things for you?
Can you give us a preview?
Best of luck to Eric and team at IGF 2006!
Interview conducted by John Dexter |