GAME JOBS
Contents
The Tiger And The Spider: From AAA To App Store
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  The Tiger And The Spider: From AAA To App Store
by Christian Nutt [Business/Marketing, Design, Interview, Indie, Smartphone/Tablet]
3 comments Share on Twitter Share on Facebook RSS
 
 
November 11, 2009 Article Start Previous Page 2 of 6 Next
 

I found it really cool how Edward Gorey and John Bellairs were major influences for you --  you don't often see influences like that in major games.

RS: Not major games, but you do in the indie space, right? The indie space is a little more soulful and a little bit more able to be what the mainstream industry would consider niche.



We're careful for that kind of stuff. We're not making a game that only appeals to Edward Gorey fans. If anything, we're taking that art style and sharing it with people because we think it is appealing. And so maybe people who have never heard of Edward can now sort of like get into him. That would be great.

Definitely, but usually it's what sells that determines the art style decisions. 

DK: Realism... Most of the triple-A game industry is still really heavily influenced by all these kind of adolescent power fantasy fictions. I don't want to make a game based on Saving Private Ryan. We've done that before. I've made games with guns. It's exciting to kind of move into different territory and try to do that in a way that still like appeals to a wide range of people.

RS: Yup. And there are a lot of checks and balances in the vertical column in a triple-A game. You have to appeal to your immediate supervisor, the director of the project, the executive producer who manages your franchise or your portfolio of games that you're involved in, the person who manages your branch of the company, all the way up to the creative director of the company.

In a lot of companies, you really have to pass all those gates. There are a lot of places that an interesting idea can get like converted into a less interesting idea. In our company, we did a little of that process. We didn't ship the first thing that came to mind. We didn't ship it until we evolved it to the point where we felt it was good enough. But it wasn't the case where it was like, "Well, no, that's an interesting idea. That's a little too risky." I feel like that happens a lot.

In your recent GDC Austin lecture, you talked about how you didn't ship the first concept you came up with, and instead evaluated several styles -- that strikes me as a little more process-oriented than a lot of the indie developer experiences I've heard about.

RS: Yeah. I think for me, the biggest thing was trusting my instincts. And so if we had something we liked, it's like, "Cool. Go." David did a ton of work on the controls while I was moving across the country.

I literally picked up the game the first time, and before I even drew a web, I jumped, kind of like how you do now when you play that game. I was like, "This is amazing. I trust this. We're moving on this. This was totally worth investing in." That's an example of totally trusting my instincts.

On the counter-side, if it wasn't working yet, we'd just like pull out the triple-A process. "Well, let's figure out what it should be. The tilting controls aren't working. What are we going to do? What's the process we follow?" But then there comes a point where you feel good about it again, your instincts engage, and it's like, "Good. Move."

DK: In terms of the process and how I approached my work, I don't think a lot changed. I have a lot of experience to draw from, and I apply that experience from day to day. The main difference for me was getting to work on a lot of different areas.

Even as an engineer, I was specifically specializing in AI work, for basically a decade. You get pigeonholed in this industry a little bit. People only wanted to hire me for one thing, so it was really refreshing to be in a space where I could be engaged and learning all the time. Every week posed a new challenge, and that was really exciting and refreshing.

As an engineer, does it seem less glamorous to be developing for a little mobile device than for a big, meaty console or PC?

DK: Well, I find the iPhone to be really glamorous, actually. Maybe five years ago, when we were talking about a Windows Mobile device... The iPhone is this totally different thing. I think the iPhone is being perceived as being a cooler object than even an Xbox or PlayStation to most of the people who are friends of mine. I have a number of friends who are kind of core gamer types, but I think the iPhone has a much broader reach.

RS: You don't have to be an elite hax0r to code for the iPhone nearly as much. It's just a way sexier device, so the coding you're doing is exciting in a lot of ways.

DK: Yeah. I get really interested in developing mechanical stuff for a platform that's giving you new options. When the Wii first came out, there was a part of me that was like, "Oh, I really wish I was working at a Wii startup," just because there would be a different play space to explore.

 
Article Start Previous Page 2 of 6 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Jeff Beaudoin
profile image
This is a really cool interview.



Interesting stuff.

Kenneth Barber
profile image
The five star user review system works well when a lot of people have downloaded your application but in the beginning a single really bad review from a less that tactful user can be devastating. I have had a few downloads on my app which has only been out about a week and someone has written a really scathing review based on expecting the app to be something else. Its only one review but it is the only review. I have gotten a lot of positive feedback on my support email but the single really bad review is haunting. I'll get over it but it makes me wonder how many reviews is enough to form an opinion based on them. I have download great apps with marginally low scores based on a few reviews.



Anyway it is great to hear from successful optimistic developers on the App Store. I have taken a lot away from this article.

Stephen Northcott
profile image
Great article. I too took a lot away, and also feel that our current "long term" iPhone project is going the right way...


none
 
Comment:
 




UBM Tech