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Quirky side-scrolling action game Alien Hominid was something of an unlikely
success -- one of the first indie games to become a console property, before
the days of online download services -- though it also later came to Xbox Live Arcade as Alien Hominid HD.
This year, The Behemoth, the development team behind that game, released its
first original Xbox Live Arcade game: Castle
Crashers, a classic side-scrolling beat 'em up that is one of the successes of this year on the service -- some stats have it selling over 350,000 units.
How do
they manage it? Gamasutra's Brandon Sheffield and Chris Remo met up with two of the company's co-founders, Tom Fulp
and Dan Paladin, who handle programming and art, respectively.
The duo talked to
them about the creative process, how genre classics inform the development of
features, and how working cross-country (with Fulp outside Philadelphia, and
Paladin in San Diego) affects the process.
Here, in
a spirited and casual conversation, the developers reveal why they'd never want
their team to get much bigger than it is today, how breaking out of the
signature style they've adopted could become a challenge, and how working with
their own technology is both a limitation and an advantage.
Brandon Sheffield: Castle Crashers is doing super well.
Dan
Paladin: It's doing really, really well. I think it set some records. Judging
by the leaderboards, it seems to be that way.
BS: Now that the castle is
crashed, what are you going to be doing?
DP: We
tossed around new ideas, and we started on one that we kinda want to run with. I
was working on it on the last few months of Castle,
on the weekends. Seems to be pretty fun, and I think we know what we want do, but
we're not going to announce what it is just yet.
BS: Of course. Are you sticking in
the downloadable space?
DP: I'd
love to, 'cause retail is just not made for us. Too small.
BS: Tom, obviously you're all
about PC portal-style stuff. What do you think about that?
Tom Fulp:
PC games? There's always potential. There is something romantic about consoles,
though. People think it's so amazing when your game is on consoles. So, I'll
probably keep getting sucked up in that. But it's also plenty of PC potential
there.
BS: It seems like in terms of
money potential there's a lot on the PC that could be tapped. Casual stuff.
Dan, your art style lends itself really well, potentially, to the casual type
of game, if you want it. And Flash-oriented stuff also. It seems like you could
be making --
TF: We're
working on Dan Paladin's Solitaire
and Dan Paladin's Jewels right now.
(laughter)
BS: Dan Paladin's Jewels, man, that's a risqué title.
DP: (laughter) I just won't go into that. Yeah,
we tossed around all kinds of ideas. (laughter)
The Behemoth's Castle Crashers
BS: I know you've been asked this
question before, but I've never asked you this question before: How is
splitting your time with [Flash portal] Newgrounds and The Behemoth actually
working?
TF: It can
be tough at times. It's a big juggling act. It all, in the end, used to work
itself out. I want to get out some Flash games, now that I've got some
breathing room. So, I'm excited about that.
BS: Newgrounds is still doing well
for you, right?
DP: Yeah,
it's still the most vibrant community of Flash artists and programmers. We've
got a lot of stuff going on.
Chris Remo: Is there an actual, official or legal connection between Behemoth and
Newgrounds?
TF: No,
they're two completely independent companies. I'm the owner of Newgrounds and
the co-owner of The Behemoth.
BS: The team has grown, right? How
many people total do you have working?
DP: Right,
about nine right now?
TF: Something
like that.
BS: You're much more centrally
located in San Diego now, right?
DP: I
think we're split down the middle. We got like four guys in San Diego. And three or four [on the East coast].
DP: We
borrowed the place from Newgrounds.
TF: For example,
Mike [Welsh] is officially Newgrounds, but he did a lot of Castle Crashers programming work. And then we just borrow people
for little things, like Stamper produced the music and sound effects. He did a lot
of sound effects. Jeff [Bandelin] did the player portraits. And the rest of the art's all
Dan.
BS: If the companies are
completely separate, how do you do that? Do you have to sign them on as
contractors?
TF: I
guess we just kind of keep tabs of it, and then basically they'll all be billed
for some time. We're pretty lenient about all that -- how stuff gets used. It's
all exciting for everyone in the end. As long as it all works out, you know,
we're having lots of success so far, so as long as it just keeps working out,
it's like one big, happy production of energy.
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