Interview with Digital Eel
The Independent Games Festival was established in 1998 as a forum for independent developers to exhibit their work, receive recognition, and meet with commercial publishers. Finalists to this event attend the GDC and compete for several awards and cash prizes. This year's Seumas McNally grand prize is $15,000.
With the IGF Finalists recently announced, I convinced Drew to let me interview the team behind the amazingly addictive Strange Adventures in Infinite Space. They were more than happy to do an interview with me, and now all you little reader-folk can reap the benefits of my labor. Read on.
The Digital Eel Team at a glance:
Rich "zdim" Carlson
Age: 45
Years Developing: 6
Job: Professional Dreamer; Digital Eel wrangler
Favorite game of all time: Ultima Underworld: The Stygian Abyss
Iikka "Fingers" Keranen
Age: 25
Years Developing: 6
Job: Valve level designer
Favorite game of all time: Civilization
Bill "Phosphorous" Sears
Age: 49
Years Developing: 12
Job: Artist
Favorite game of all time: Our next game.
Thanks for talking with me, guys. To start us off, could you each give me a little information about yourself?
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What originally inspired you to start developing games?
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And to pair with the previous question, is there any single game that has influenced you and your work more than any other?
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For lack of a way to make it a longer question: How did you three meet and decide to form a team?
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Bribery is a good tactic for putting together teams indeed. As a final quick question about your histories; What was the first game you each created independently and professionally?
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So tell me a little bit about where the idea for Strange Adventures In Infinite Space came from.
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For those readers who haven't played the demo yet, how would you describe SAIS?
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What were all your assigned duties with the project?
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I was wondering what you felt the major differences between indie development and more 'professional' development were.
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So do you feel it's possible, in these days of multi-million dollar budgets, to make a living creating games with little or no budget?
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What development tools were critical in creating SAIS?
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Any technical tricks that you guys are particularly proud of implementing?
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Releasing a Demo: Waste of Time, or vital to the success of a product?
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Why did you decide to enter SAIS into the IGF?
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Don't be humble, how does it feel to have your low-budget, low-development time game make the top 10?
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What roadblocks did you hit during the development of SAIS?
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Any advice you have for a new developer trying to break into the industry?
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What's next for you three? Can we expect a SAIS 2 in the 2004 IGF?
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Alas, we've come to the end. I thank you all for taking the time to talk with me. Now's the time to say anything you might have on your mind.
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Interview conducted by Ryan "Run_the_shadows" Coy.
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