Interview with Slitherine Strategies
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 team behind the IGF finalist Legion Arena took a slice from their busy day to sit down and answer a few questions. Slitherine Strategies won last year's IGF in the Innovation in Visual Art category, and based on the blend of RPG and RTS presented in Arena, perhaps they'll walk away this year with an Innovation in Game Design award. But enough prophesizing – on with the questions!
Who are you and what was your role in Legion Arena?
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Congratulations on your second consecutive year in the IGF. How do you feel about coming back?
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What's the basic idea behind Legion Arena?
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What makes Legion Arena unique in its RTS/RPG blend?
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When was Legion Arena first proposed and conceived?
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What major design hurdles were there?
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What major production/management hurdles were there?
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What major technical issues were there?
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The motion capturing - how hard/easy was it? What problems did you have to face from using it?
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What is the normal work week like? How many hours are normally expended?
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Was there any serious crunch time? Could it have been avoided?
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Quality of Life is fast becoming a big issue in the industry. As indie developers, we're mostly in charge of our own QoL - what do you guys do to try and keep the pressure off and keep it fun?
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What tools did you use to produce Legion Arena?
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What will you guys be doing after Legion Arena?
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Thanks a lot for taking the time to do this interview guys; I'll see you in March
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Interview conducted by Drew "Gaiiden" Sikora.
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