Interview with Ultrafish
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.
Two members of the Ultrafish team were able to chat with me about Creatrix, a game about creating (no, really?) devices used to battle your opponents using Tetris-style gameplay to drop the pieces together. In addition to its original play style, Creatrix is the result of many years of cumulative work and a life style befitting a true independent developer.
Who are you and how were you involved in Creatrix?
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Congrats on making it to the IGF finals. Is this the first time you entered a game into the competition?
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What got you started in game development?
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Where did the inspiration for Creatrix come from?
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So this began as a 2D project? What benefits did 3D add that made you retool it?
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What's the basic idea behind the gameplay in Creatrix?
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Is there the ability for players to create their own devices?
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How much time did you usually spend working on the game during the week, on average?
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So how many years total has it been so far?
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Were you ever at a point where you just wanted to get it done now, or were you just cruising, letting it finish whenever you got to the end?
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Would you consider game development a serious hobby or something you'd like to do full time in the future?
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You mentioned the UltraFish engine. This was the engine used to create Creatrix? Why did you choose to use it?
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What other tools did you make use of during development?
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What were some of the more serious issues you faced during development? How did you solve them, and could they have been avoided?
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Quality of Life has become the big issue in game development these days. As indies, we're mostly charged with our own QoL - what do you do to keep you going, to keep it fun?
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Have you looked beyond Creatrix yet? What do you plan to do next?
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Well good luck at the IGF, I'll see you on the Expo floor come March
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Interview conducted by Drew "Gaiiden" Sikora.
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