A Supergiant Leap of Faith: Bastion Interview

Conducted By Adam Ames

Independent video game studio, Supergiant, released Bastion on Steam one month ago to rave reviews.  TPG has the opportunity to speak with Greg Kasavin, the Creative Director behind Bastion.  Greg speaks about how Bastion came to be, life as an independent developer, DRM, piracy, US Senate Bill S.978 and much more.

Please tell us a little bit about yourself and your role with the development of Bastion.

I’m creative director at Supergiant Games, which in practice makes me a writer / designer on the team. I did the writing and story work in Bastion, and also built roughly half of the levels in the game, among other things. We’re a relatively small team of seven people so everyone is responsible for big portions of the project. I’ve wanted to make games since I was a little kid and Bastion is the first game I’ve worked on in a writer / creative director capacity, where I got to devise the world and the characters and so on, so this project was especially important to me.

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Delightfully Addicting Mini Golf: Wonderputt Interview

Conducted By Adam Ames

Reece Millidge, head honcho at Damp Gnat, was nice enough to speak to TPG about his fantastic free flash game, Wonderputt.  Reece also talks about how Wonderputt was created, the success and failures in doing so and various topics on the PC gaming industry.

Please tell us a little bit about yourself and your role with the development of Wonderputt.

I’m a freelance Animator & Compositor by trade.  Worked mainly in commercials, promos and feature film intros in London for animation studios such as Nexus Productions.  I had quite a flexible role that allowed me to move across all areas of pre-production through to post-production so I had a good grounding in each aspect of Wonderputt.  The hardest and slowest part for me is always the coding as I’ve no training.  My brother Dan did all the sound design.

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Interview With Icarus Developer Justin Scott

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Justin Scott allowed us to conduct an e-mail interview about his fantastic indie hit, Icarus.  Justin also speaks on DRM, piracy, life as an indie dev and much more.

Please tell us a little bit about yourself and your role with the development of Icarus.

I am the sole designer, programmer, graphic artist, manager, and marketer for Icarus. I had br1ghtpr1mate do the music though. I was really lucky with that, he’s a super talented guy and made the whole process a lot easier and more fun.

As for personal details, I’m a Computing Science graduate who cares too much about games. I’ve been making worlds on paper since I was a kid, putting them in code since I was a teen, and studying game design as a hobby for a couple years now I suppose. I don’t see myself in the game industry in the foreseeable future, but it’s definitely a huge driving force behind my programming career.

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Tobe’s Vertical Adventure Developer Interview

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Raymond Teo agreed to take part in an e-mail interview for us about his new indie hit, Tobe’s Vertical Adventure.  Raymond also talks about piracy, DRM, life as an indie dev, Valve, digital distribution and more.

1.  Please tell us a little bit about yourself and your role with the development of Tobe’s Vertical Adventure.

I am Raymond Teo of Secret Base, and an indie developer from Singapore. I guess you can say I play the role of producer for Tobe’s Vertical Adventure, but being indie means you have to be involved in as many aspect as you can, which means I was also the artist and game designer.

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Revenge of the Titans Interview

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The fellas from Puppy Games, developers of the great title, Revenge of the Titans, offers their view on the current trends of PC gaming, indie development, DRM, piracy and much more.

1.  Please tell us a little bit about yourself and your role with the development of Revenge of the Titans.

Hi, my name is actually Caspian Prince, genuinely. I’m one half of Puppygames (or Puppy Games, nobody seems to be able to agree). I take care of the business side of things, do nearly all the coding, and half of the design, and most of the sound production. I’m the noisy one. The other half is Chaz Willets, who takes care of anything graphical, including our website, videos, promotional graphics, etc. and  of course, he does the other half of the game design. He’s the quiet, shy, retiring one.

Revenge was evolved over a period of about 3 years or so, without any particular direction other than whatever I felt was fun. Chaz concentrates on all the pernickety implementation details such as GUI and animation and effects, whereas I tend to make the broad-brush decisions about core gameplay and mechanics.

2.  How did you get started in developing PC games?

Almost by accident – I was designing some realtime television graphics software when I thought I’d have a quick go at experimenting with games (a bit of a childhood ambition). Of course my art skills are about as good as my understanding of quantum string theory. Fortunately about the same time as I got interested in it, Chaz resurfaced about 5 years incognito. We’ve known each other since we were 12 and drifted off on the seas of chance as we went to universities. When I bumped into him again he’d acquired a load of tech skills to complement his already fantastic artistic abilities.

Then we slogged away for 10 years making games nobody liked.

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Swords and Soldiers Developer Interview

Jasper Koning from Ronimo Games allowed us a moment of his time to answer some interview questions via e-mail about the smash indie hit, Swords and Soldiers.  You will get his views on the PC gaming industry, life as an indie developer, DRM, piracy and much more.

1.  Please tell us a little bit about yourself and your role with the development of Swords and Soldiers.

My name is Jasper Koning, and I’m one of the two game designers at Ronimo Games. During the development of Swords & Soldiers, I worked on the Aztec campaign. I also made the AI’s for the skirmish mode, and for the survival challenge.

2.  How did you get started in developing PC games?

Our first well-known project, De Blob, was a PC game by request of our contractor.  We were still students, but the school had this cool program where it would acquire external partners for assignments. In this case, it was the Dutch city of Utrecht, they wanted a game to promote a large city renovation project.

Later, when we released Swords & Soldiers for WiiWare as Ronimo, it just made sense to do a PC version. We already had a PC build internally for development purposes, and we were already building a cool multiplayer mode with the help of SOE for the PSN version. It just needed Steam integration and broader hardware and software support to make it ready for release.

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Interview With Aztaka Creator Jonathan Mercier

Jonathan Mercier took time out of his day to speak about the development of the great game, Aztaka.  He also give his opinion on DRM, life as an indie dev, piracy, digital distribution and much more.

1.  Please tell us a little bit about yourself and your role with the development of Aztaka.

I’m the founder of Citeremis inc. I produced and programmed Aztaka.

2.  How did you get started in developing PC games?

I started in the demoscene around 1995. It wasn’t that much popular here in Canada so the natural extension was the game industry. I had my first “game” company around the age of 19. It didn’t last long and the game I was working on ends up being a good personal project. This project helps me get my first job in the game industry.

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Really Big Sky Interview

James and Alex from Boss Baddie had a few moments to spare with us and agreed to do an e-mail interview about their indie hit, Really Big Sky.  They speak on many topics including DRM, piracy, life an indie dev and how Really Big Sky came to be.

1.  Please tell us a little bit about yourself and your role with the development of Really Big Sky.

James: I’m James, I run the show more or less! I love long walks in the forest, the smell of rain on dry ground and Coke Cola (still waiting on sponsorship).

Alex: I’m Alex (also known as MrPineapple) I basically serve here as resident musician, tester, idea-disliker and general underling.

2.  How did you get started in developing PC games?

James: I can’t think of a time when I wasn’t drawing out imaginary NES games or playing with AMOS and The Shoot Em Up Construction Kit on the Amiga. Everything just gradually progressed to Klik n Play, some dabbling with Visual Basic and Flash.

Alex: I ‘met’ james on a forum about 10 years ago, back when i used to make amateurish games of my own. We somehow ended up working together. Best decision ever, I just stick to what I’m good at. See, I was really just a musician with ideas above my station!

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Dungeons of Dredmor Interview

Dungeons of Dredmor is taking the indie gaming world by storm and the triple threat team of Nicholas, Daniel and David from Gaslamp Games took some time away from the game to get down and dirty about the indie scene.  You will get their take on the beginnings of Dungeons Dredmor, life as an indie dev, DRM, piracy, DLC and a great deal more.

1.  Please tell us a little bit about yourself and your role with the development of Dungeons of Dredmor.

N.: I’m Nicholas Vining; I’m responsible for nearly all of the programming on Dredmor, and a good chunk of the game design.

CD: I’m Daniel Jacobsen, and I’ve been in charge of a fair chunk of the early gameplay code, which has been painstakingly made more exciting by Mr. Baumgart.  I am also supposedly responsible for the game being inundated with lutefisk, and I handle the general business stuff (paperwork) on behalf of the studio.

DGB: I’m David Baumgart and I’m Gaslamp’s art team. I’ve also done a lot of game mechanics and content creation for Dredmor.

2.  How did you get started in developing PC games?

N.: I’ve been in the game industry since 2000; my first job out of high school was working for the now-defunct Loki Software, porting games to Linux. Since then I’ve been in and out of the industry for the past eleven years, and have worked on a bunch of “AAA” and “less-than AAA” titles. It’s been a … checkered career.

DGB: My first attempts at game development began while I was in college and carried on through a couple major projects there, though nothing particularly serious resulted. After graduating, I started doing freelance graphics work for games at the end of 2007 and worked on a stream of indie, mobile, browser, and online games ever since.

CD: Nicholas called me up one day, asked me if I knew C++, and we had a cup of coffee.  He had some crazy ideas about starting a game company, and the technology he was talking about interested me enough that I figured even if we never made a cent, it would be a fun way to spend some evenings.  Little did I know how many evenings it would be.  Continue reading

Runespell: Overture Developer Interview

Barry Hoffman from Mystic Box was gracious enough to answer a few questions about the newly released indie hit, Runespell: Overture.  You will get his take on DRM, piracy, life as an indie dev, Valve and much more.

1.  Please tell us a little bit about yourself and your role with the development of Runespell: Overture.

Together with Jesse America I have founded Mystic Box at the start of this year, after we have been working on Runespell for over more than two years. We started it as a project in game design originally, but it finally ended up in a company the start of this year. My role is part PR, part community manager, part AI / Gameplay designer and part executive producer.

2.  How did you get started in developing PC games?

I started in games development when I got involved with the development of an MMORPG called ‘ The Chronicles of Spellborn’ back in 2005. It was a great time at the start but when the game never got finished I left the company in 2007. Since then I have worked part time with GamePoint that produces and publishes multiplayer webgames on its own portals and social networks. Next to that I have worked part time on other games industry projects in a company called Ingress. Both have been great supporters in our development of Runespell: Overture.

3.  Where did the idea for Runespell: Overture come from?

It is basically three fold:

The first one was based on some nights of brainstorming where we played the first format of Mythic Poker with a few decks of cards.

The second one is that most of our friends that play online RPGs also played poker online. Later research confirmed that a lot more RPG players are known with these concepts.

The third one is that we wanted to create a game that is an RPG, but can be played in short bursts at a time, as we understand that older players only have so much time to play due to lifechanges. Ever heard the sentence: “I used to play hours per day, but now I have kids I have less free time on my hands”. We did hear this from a lot of players we interviewed on the forums.

Of course another group with less time on their hands were the MMORPG players that only can play short bursts of gameplay in between sessions with their guilds.  Continue reading

ACE Team Interview (Zeno Clash)

Andres Bordeu, from ACE Team, the developers responsible for the critically acclaimed Zeno Clash, graciously agreed to be interviewed via e-mail.  You will get there take on DRM, piracy, DLC, life as an indie dev and much more. 

1.    Please tell us a little bit about yourself and your role with the development of Zeno Clash.

I am one of the co-founders of ACE Team and I work as Game Designer at the studio. Since ACE is a small independent studio my role in Zeno Clash encompassed a lot more than just game design –we all had to get involved in multiple areas of development. Asides from design tasks I created 3d characters, made environments, developed particle effects, worked on the sounds, did voice overs, etc. At the time we were working on Zeno Clash for the PC we were only 7 guys. I still get involved in most of those areas but not as directly as in those days.

2.  How did you get started in developing PC games?

My brothers and I have been interested in game development since we were kids. Carlos and Edmundo (also co-founders) spent hours with me drawing pixel art on our Macintosh Plus for the games we wanted to create. Eventually we started making mods and when we were developing larger projects we got approached by a scouting agency that was looking for games with commercial potential. That was the defining point where we decided to convert our hobby into a profession. After working for a couple of years at Wanako Games (currently Behavior’s Chilean branch) we decided to found our own studio with our other partner David Caloguerea.

3.  Where did the idea for Zeno Clash come from?

Zeno Clash was conceived from an abandoned project. After we were approached by the scouting agency we set ourselves to prepare a new project that we could pitch and turn into a commercial game. This project was named ‘Zenozoik’ and it was in some ways the spiritual predecessor of Zeno Clash. At the time we were just too inexperienced and ambitious so the project never really took off, even though we put nearly 2 years of working during the weekends and the afternoons while we dodged other responsibilities. It still was a great experience and it helped refine our game developer skills.  Continue reading

S.P.A.Z: Space Pirates and Zombies Interview

The boys from MinMax Games are hard at work supporting their breakthrough title, S.P.A.Z: Space Pirates and Zombies, but were able to break away to discuss SPAZ in an e-mail interview.  You will get their take on what it takes to be an indie dev, thoughts on DRM and piracy as well as how MiniMax got started.

Please tell us a little bit about yourself and your role with the development of SPAZ.

Andrew: I have known that I wanted to make video games since I was ten years old.  Working toward that goal mostly involved spending way too much time in front of the computer playing whatever I could get my hands on, and some math.  I have been making games professionally for over ten years now, and it is definitely the only thing that I ever want to do.  Over the years, games have gotten more and more big budget but also more generic and it was getting very difficult to get that old feeling of wonder from when I was a kid.  The new indie games revolution is a real godsend.

Richard and I are both designers at heart and share that role equally and discuss pretty much everything at a high level, but we have enough trust that once discussed, we know that whoever is implementing something will do a good job and we don’t micromanage each other. We worked together for almost 5 years before starting MinMax and we probably have wifi connections into each other’s brain by now.  Outside the shared design responsibilities, my main role is coding and scripting.

Richard: I started my game development adventure by going to a video game design school for 2 years.  After that I landed myself a job at a big studio where I stayed for nearly 5 years working on mega projects.  After a while you want to work on something smaller that doesn’t require a dev team of over 100 people.  After I left, Andrew and I got together and formed MinMax Games.

We are both involved in the overall game design and there is quite a bit of overlap there in terms of day-to-day work.  Beyond common duties, I’m the art and sound guy for the game.

How did you get started in developing PC games?

Andrew: I have always identified myself as a PC gamer, although recently the line between PC and console games is becoming blurred.  I do believe that there is no substitute for a mouse and keyboard.  In my professional career, all of my work has been on console titles that were sometimes ported to the PC as an afterthought.  The console market seems bigger and there are no compatibility issues, so console development is a no-brainer for a lot of developers.  When we started work on SPAZ, our main goal was to make a game that we never saw anymore and really missed.  We bet that there were a lot of old school disenfranchised PC gamers like us out there and it seems that we were right.

Richard: SPAZ is my first PC exclusive game.  I had previously worked on big budget console games for a large company.  With envious eyes I’d been watching the growing indie community on the PC market and wanted to get involved.  When we started MinMax Games there was no doubt we were going to attempt a PC indie game.

Where did the idea for SPAZ come from?

SPAZ is a combination of concepts from a variety of games that we both loved and are rarely made anymore.  Star Control 2 has to be the core that everything was built off of.  We could not understand how the top down space action adventure genre could just die off, so we had to change that.

Diablo is also huge inspiration and we definitely needed loot and RPG style level ups.  Then we looked at Mechwarrior II.  All that customization, weapon variety, simulated physics, big explosions.  Finally, we looked at Master of Orion.  We needed that sense of exploration and research.

Designing SPAZ was a huge iterative process where we ended us throwing out more ideas than we used, but in the end it all came together and although SPAZ will feel familiar to any old school gamer; it also has a personality of its own.  Continue reading

Ancients of Ooga Developer Interview

John Nielson, head of Bacon Wrapped Games and developer for Ancients of Ooga, was able to set aside some time to offer some insights on indie development, DRM, piracy, DLC and how Ancients of Ooga came to be.

1.  Please tell us a little bit about yourself and your role with the development of Ancients of Ooga.

The name’s John Nielson.  I am founder and owner of a small game dev studio based in North Carolina.  Like I said, we’re small, so concerning Ancients of Ooga, I worked on a bit of everything.  Primarily, I am a designer, artist, animator and programmer, but I worked on everything from the character’s dialogue to testing and even sound editing.  When you’re running an indie studio like this, you definitely learn skills in a lot of areas by necessity, and that’s something that I never came even close to when I worked for larger studios.  I don’t want to take too much credit though, we did have a lot of help from talented people on our team.  At one point we got as big as 12 people which was huge for us.

2.  How did you get started in developing PC games?

Well, as a kid my dream was originally become a Disney animator and I spent a ton of time drawing, but when my dad brought home our first computer, a Commodore 64, I immediately fell in love with gaming.  I used to love to play whatever I could get my hands on.  This was before the internet was around, so I had to be a little more creative in finding games to play.  My older brother dabbled in programming and taught me a few things.  A few years later, even though we didn’t know what we were getting into at all, we decided to make our own game.  My younger brother said he’d work on some of the artwork, so that left me to do the programming.  After about six months, we had created this fighting game in the style of Street Fighter or Mortal Kombat which only ever sold one copy after we released it on some local bulletin boards, but it opened a lot of doors in the industry.  My little brother went on to become an artist who currently works at Disney and me a programmer, ever since then, I’ve kept the passion for creating original titles and pushing the limits of what can be done on an indie level.

3.  Where did the idea for Ancients of Ooga come from?

After finishing Cloning Clyde, I wanted to work on something that took advantage of the engine we’d worked so hard on, but that was very artistically different and fresh for us to get excited about.  You see so many sequels these days, and I understand why.  When you’ve got a hit, it’s definitely the “safe” bet to make a sequel, but I guess I feel that if I’m going to be making original games, I’d rather go all out on originality, and not just keep producing the same game over and over with a few changes here and there.  Although we’ve called Ancients of Ooga a spiritual successor to Cloning Clyde, it really is a completely different and original work.  Continue reading

Interview With The Great White Destroyer Creator Brent Anderson

Brent Anderson, the developer of the great indie title, The Great White Destroyer, took time out of his day to answer a few questions in this e-mail interview.  You will get a good look into the life of an indie dev, his views on DRM, DLC, piracy and how TGWD came to be.

1.  Please tell us a little bit about yourself and your role with the development of The Great White Destroyer.

My name is Brent Anderson, I’m a 32 year old manguy who loves making games, always have and always will, hopefully.  I’ve been at this indie developing thing for roughly 6 years and am mostly self taught.  Currently I’ve got 2 games under my belt and a ton of unfinished prototypes.  My role with The Great White Destroyer, I made the whole damn thing.  I had a lone tester, Jay, who was aces, the game wouldn’t be near as good without his input.

2.  How did you get started in developing PC games?

I knew I wanted to be involved with the process of game creation when I was a wee lad, so I took whatever available paths there were.  I dabbled in programming, got a 3D animation degree(no Game schools at the time), did some work on game mods after college while trying to find a job.  Some industry contacts wove a pretty dire tale of the job market at that time, so I though “why not make one yourself dummy!”

3.  Where did the idea for The Great White Destroyer come from?

It actually started with the mouse control scheme.  I was taking what I had done with Snowball’s Chance and improving on it.  Previously I had been prototyping something else that was less action oriented, and I was in the mood for destruction.  I figured it would be fun to be a shark tearing ass on everything, so I put the two together.


4.  What are some of the successes and failures you learned from in developing The Great White Destroyer?

Successes, I now have a much better skillset than before!  I have better understanding of how programming works, better marketing skills, and who knew I could make decent music, haha.  I’ve sold more copies of this game than my previous one.
Failures, I developed it in the dark, so most people to this day don’t even know it exists.  I’ve never been a social person in real life or the internet, so I’ve been trying to work on that, as it IS required for exposure. Continue reading

Creeper World 2 Interview

Virgil, creator of the sensational indie hit, Creeper World 2, offers his insights into the world of indie gaming, DRM, piracy, the beginning of Creeper World and much more in this detailed e-mail interview.

1.  Please tell us a little bit about yourself and your role with the development of Creeper World 2.

I’ve been in professional software development for 20 years and have been writing games since I was a kid.  I started creating PC games seriously about 4 years ago… right in the middle of a very successful enterprise software career.  I’m both the designer and developer of Creeper World 1 and 2, and they have been an absolute blast to work on.

2.  How did you get started in developing PC games?

Back in 2007 the itch got so strong I had to scratch it.  I implemented a little game called WhiteboardWar:ChopRaider as an experiment to explore modern indie game creation, marketing, and sales.  It was a much bigger success than I had anticipated and was also a lot more fun…  This Win/Win led to further investment and the eventual creation of my company Knuckle Cracker.

3.  Where did the idea for Creeper World 2 come from?

The main idea of behind the Creeper World games is the “Creeper”.  This oozing, flowing enemy that spreads across the terrain like a toxic hazardous spill.  This idea came out of weeks of thought centered around introducing a new kind of enemy to strategy and defense games.  I’ve played my fair share of RTS and strategy games and I’ve enjoyed most.  But I was looking for a way to create a new dynamic that had never been seen before.  I have a background in physics and computer science… and one day the idea of using cellular automata to simulate ‘heat-flow’ hit me.  That might just make an enemy that was both unique and interesting….

4.  What are some of the successes and failures you learned from in developing Creeper World 2?

Marketing is hard, design and development are easy…. at least for me.  The Creeper World games are really innovative and fresh.  I have extremely high conversion rates from demo to purchase.  The huge majority of those who have taken a serious look at the game are impressed by the game play.  But, I’d venture 999 out of 1000 gamers have never heard of Creeper World.  This is something I need to correct and I’m working hard to do so. Continue reading

Interview With Crayon Physics Creator Petri Purho

Petri Purho, creator of the smash indie game hit, Crayon Physics, has kindly granted me an e-mail interview discussing the development of Crayon Physics.  Petri also talks about piracy, DRM, life as an indie dev and much more.

Adam:

How did you get started in developing PC games?  Where did the idea for Crayon Physics come from?

Petri:

I’ve always been into programming, so when I was doing my CS studies I applied for an internship at Frozenbyte and got the position. After working there as a part-time programmer I started Kloonigames.  Kloonigames was and still is a website were I create a small prototype games that have been crunched together in a very small time frame.  Usually less than 7 days. One of the prototypes I made was Crayon Physics. A game in which you could only draw boxes in. But it was interesting and people were excited about it. So I decided to take it a bit further.

Adam:

What are some of the successes and failures you learned from in developing Crayon Physics?
Petri:
I learned that it takes a lot more time to make a game than you will ever realize. Even if you take into account your realization that it’s going to take more time than planned.
Adam:

Walk us through how you came up with the art style for Crayon Physics.

I was making a prototype game called Daydreaming in the Oval Office.  The game had a title screen had crayon drawings and I was making that title screen in Photoshop when I realized that I could programatically render crayon drawings. And that would allow a game in which you draw and then I realized that if you were drawing physics objects it would be like drawing with a magic crayon. That’s were the whole thing came together.

Adam:

What is the toughest aspect of being an indie game developer?
Petri:

It’s like an RTS game. You need 3 resources. a) Money b) Time c) Motivation. And you have to fight to get all of those.

Adam:

Were there any struggles developing a game for the PC to make sure it runs on all systems and configurations?
Petri:

There are a bunch of small issues. Most of it graphics cards and drivers. The game requires a decent amount of texture memory and not all netbooks have that much.

Adam:

Tell us about your relationship with Valve.  How did making Crayon Physics Deluxe available via Steam come about?
Petri:

Steam people contacted me even before the game was out if I wanted to sell the game through Steam. I said yes.

Adam:

How much say do you have when setting regular and sale pricing with digital distributors?
Petri:

It depends on the distribution channel. But most of the are pretty open to having developers setup any price they see fit.


Adam:

How do you feel about the digital distribution platform as a whole?
Petri:

I like it, both as a consumer of games and as a developer of them.  Retail seems like it’s an unnecessary step for developers and consumers. I don’t want to go to a store to buy something that I can buy immediattely from the internet.

Adam:

Were there any plans to take Crayon Physics Deluxe to retail stores?
Petri:

There were talks about doing it, but it seems like a too much of work for very little gain.

Adam:
You released a PC demo of Crayon Physics Deluxe during a time where many PC game companies do not.  Why?
Petri:

I feel like everyone should release a demo of their game. Especially on a platform like PC which is open. If someone has doubts about your game and they’re not sure if they should invest in it or not, they can either try the demo or pirate the full game. Either way if someone wants to, they can try the game for free. Also I feel it’s better to give the consumer as much information as he needs to, when buying any product. And what better way to inform players how to the game plays than to give them a free demo.

Adam:

How important is it to get instant feedback about Crayon Physics Deluxe from users through forums and other social networking sites?

Petri:

It was really important in the development phase of things. Now I’m sorta well aware of the issues in the game, so mostly when I get feedback nowadays it’s things I’m already aware of.

Adam:

Do you take any stock from those who review Crayon Physics Deluxe professionally?
Petri:

I do. I did an extensive post-mortem of Crayon Physics Deluxe and thought about it long and hard on how to make the next game better.

Adam:

How do you feel about the Humble Indie Bundle and “Pay What You Want Pricing”?  Would you be interested in contributing to a project like that in the future?
Petri:

I like PWYW. I actually experimented with it a year ago and sold Crayon Physics Deluxe for any price. It was a good experience and I learned a lot from it. I might do it again in the future.

Adam:

What is your stance on DRM and piracy in general?
Petri:

I feel DRM is useless. It should go away and die.

Piracy on the other hand is a bit more complicated topic to talk about. It’s not as clear cut. I’m in the unusual position of being both a gamer and developer so I see the piracy discussion from both points of views. I thought that releasing a game would change my views of piracy but it hasn’t.

Adam:

What are some of the games or genres you like to play?  Are you a fan of other indie developers?

Petri:

Derek Yu’s Spelunky. I’ve played that game for 2 years now and I still go back to it. He’s releasing the game on XBLA this year. That’s going to be insane. I tell you it’s going to become a classic game.

Currently I also play Minecraft, Space Funeral, Super Meat Boy, Fallout: New Vegas, Desktop Dungeons and Norrland.

Adam:

In 2010, you released Cut It, Count On Me, Men on the Flying Trapeze and Maze of Space.  Which one of these do you feel is your best game of 2010?  What do you have planned for 2011?
Petri:

I like Cut It and Men on the Flying Trapeze. I’m currently working on a RTS game as my main game. I don’t know if it will be released in 2011.

Adam:

Crayon Physics Deluxe won the grand prize at the 2008 Independent Games Festival.  How did that make you feel?
Petri:

It was pretty awesome. Even though I wanted World of Goo to win and I felt a bit sad that they didn’t get the grand prize. But they won 2 awards that year, so they were happy.


Adam:

For those people who are reading about you or Crayon Physics Deluxe for the first time, do you have anything you would like to say outside of what we have already discussed?
Petri:

Give it a try. Download the demo.

I would like to thank Petri again for taking the time to chat about Crayon Physics.  You can check out the demo on Steam or from the official site.