Posts Tagged ‘development’

Nic talks to games site Cane and Rinse

Tuesday, November 22nd, 2011

Nic was recently interviewed by UK games site Cane and Rinse. They wanted to chat about how a Scotsman ended up starting a video games business in Sydney and what WiiWare development is like. They also wanted to know about the design and music of escapeVektor: Chapter 1 and of course Spirit Hunters Inc. Have a listen to this illuminating chat.

Click here to be taken to the podcast

7 Key Principles of Game Development (part 2)

Friday, October 14th, 2011

Wow, it’s been a little busy at Nnooo HQ in the last couple of weeks, what with the release of escapeVektor: Chapter 1. Because we’ve been keen to share the initial reviews of the game with you, we haven’t had time to show you the second part of this MMGN article. Until now that is! If you haven’t read Part 1, you should take a look at that first though.

Making escapeVektor Chapter 1: 7 Key Principles of Game Development

We recently completed our second WiiWare™ title, escapeVektor™: Chapter 1 which is released in Australia, NZ, The Americas and Europe on September 29th for 500 Nintendo Points.

If you’ve read our 3 features on escapeVektor: Chapter 1 over the last few weeks, you’ll hopefully know all about the game by now. We thought we would finish off by sharing what we believe are some key principles of game development, and show where we applied them to escapeVektor: Chapter 1.

This is part two of this article, if you missed it you can view part one by clicking here.

Click here to see the rest of this article

7 Key Principles of Game Development (part 1)

Wednesday, September 28th, 2011

To coincide with the launch of escapeVektor: Chapter 1, games website MMGN asked us to write about the making of the game. We thought it would be interesting to combine it with a few principles of game development and it ended up being a 2 part feature. Here’s part 1.

Making escapeVektor Chapter 1: 7 Key Principles of Game Development

We recently completed our second WiiWare™ title, escapeVektor™: Chapter 1 which is released in Australia, NZ, The Americas and Europe on September 29th for 500 Nintendo Points.

If you’ve read our 3 features on escapeVektor: Chapter 1 over the last few weeks, you’ll hopefully know all about the game by now. We thought we would finish off by sharing what we believe are some key principles of game development, and show where we applied them to escapeVektor: Chapter 1.

Click here to see the rest of this article

The Indie Games Channel interview

Wednesday, April 20th, 2011

We were recently contacted by the Indie Games Channel for a written interview. As well as asking Nic about the background to escapeVektor and Spirit Hunters Inc, they were keen to learn more about the game development process and the challenges of making games for different platforms. Finally, Nic has some advice for new development studios. (more…)

Nic’s interview with gamesandbiz

Wednesday, September 15th, 2010

Matt Sainsbury from website gamesandbiz recently paid us a visit, chatted to Nic about Nnooo (present and future), the 3DS and other palatforms, then took a few pics.  See below for the full interview or click here for a link to the gamesandbiz site for the interview and pics.

Q & A Interview with Nnooo creative director, Nic Watt

UK-born, Nic Watt’s pet project, Nnooo, has found remarkable success from a digital download platform that many dismiss – thanks in large part to Nintendo’s DSiWare platform, Watt has expanded his small team to four, and is now on the hunt for a senior programmer to expand further.

He sat down with us to have a chat around being a start up, the challenges of developing on other platforms (Nnooo also has WiiWare and iPhone games available, and is looking at the PlayStation Network), and makes some predictions for the future. (more…)

An interview with ARN: Nic Watt on Nintendo, R18+ classifications and gaming software

Thursday, December 17th, 2009

Yesterday I had the pleasure of being interviewed by Matthew Sainsbury for ARN website. Below is the full interview which you can also read on their site.

Nic Watt, founder and creative director of games and application software developer, Nnooo, is on the cutting edge of the industry. The Independent Software Developer’s sales model is entirely around digital downloads for the iPhone, Nintendo Wii and DS. He speaks to MATTHEW SAINSBURY about the future of digital distribution and the broader gaming software industry.

Can you give me an overview of Nnooo and your background?

I’ve been in the industry for about 10 years now. I was working at Electronic Arts in London, and my partner got offered the chance to come to Australia, so we made the decision to move out here. It was at that point I sold some property I had in the UK, and decided to make the jump to running my own small games company.

It was around about the time that the small downloadable titles were starting to come to market. Microsoft had just launched Xbox Live Arcade, and I thought the future of these small downloadable games was quite exciting. Particularly from a small company point of view, it was something we could achieve.

What are the advantages of downloadable titles over a full retail release?

For us, the one thing I wanted to do was to make the games I wanted to make. When you work with a really big company, such as EA, that becomes very difficult, because you’ve got to go through so many different stages and there’s so many approval mechanisms. Quite often, the people higher up in the company have their own vision for the kinds of games they want to have made.

Also, the hard part of making a full retail game is it costs a lot of money – when you start up a new company, it’s very difficult industry for people to give you $5, $10 or $20 million to make a videogame unless you’ve done something like make a Halo or World or Warcraft in the past. (more…)