Posts Tagged ‘interview’
As well as running his own site he’s written a book on Game Art.
One of the interviewees for Matt’s book was Nic. Click on the images above to read his interview.
Matt’s book has art and interviews from 40 video games. The art is awesome and the interviews provide amazing insights into the minds of the games’ creators. You can buy a copy of Game Art here.
Matt also recently interviewed a number of Australian game developers about why Australian development has had its best year ever.
We were interviewed on a Nintendo fan podcast when we were in Shanghai for China Joy.
The name of the podcast is loosely translated as Nintendo Fan Club Radio.
The interview is the one from 5/8/15. It’s in English and Mandarin!
Nic was recently interviewed by the guys at Pixel Otaku. He talks about Blast ‘Em Bunnies and the game industry in general.
His segment starts around 16:00.
Nic was recently interviewed by Nintendo Everything. He discusses Blast ‘Em Bunnies, escapeVektor’s future, eShop thoughts and more…
How did the concept for Blast ‘Em Bunnies come about?
Following on from Spirit Hunters Inc and escapeVektor which were both really well reviewed by most outlets and very well received by our fans we were looking for a game idea which could be a little more commercially focused.
We noticed that with escapeVektor it was getting a lot of great reviews and awards but for many players it was a hard sell due to its abstract nature. With Spirit Hunters Inc the video for the game went really high in the eShop charts but the transfer to sales was not at the same level. I came to the conclusion that both games were hard to market to players in a way that ensured they got the excitement and fun of the games. We knew if we could get people playing they would love them both but both concepts were perhaps a hard sell.
At the same time we had just come off two projects (escapeVektor and Spirit Hunters Inc) which had consumed several years of our lives so we wanted to do something shorter and more focused.
I’d had an idea for a target shooting game floating around in my head for a while and it was originally going to be an AR style game based in the Spirit Hunters universe. I really like the gameplay idea so it kept returning to me as something we should look at doing.
While we were at E3 we ran into Jessica Citizen from Aussie game site Player Attack.
She wanted to talk to us about E3, escapeVektor and Spirit Hunters Inc. We also sent her some exclusive new escapeVektor footage to put in the interview.
Ignore what Bruce said about escapeVektor coming to DSiWare though, it’s strictly 3DS. Poor guy was too exhausted after a hard week’s marketing!
We were recently featured twice on local indie support site Indie Bits. The aim of the site is “to help people go indie in the games industry and make a living doing what they love”. It’s a great site full of case studies, guides, workshops, book and tool resources and even a few rants. All designed to help the indie community in their quest to make games for a living.
This site is useful whether you’re thinking about starting up a games company, have just done so or even if you’ve been going for a few years. Take a while to explore the site and see how much it has to offer. Follow its creator, Epona Schweer, for a constant source of useful information on going indie.
In the first Nnooo feature, Epona interviewed Nic for a startup case study. She wanted to know about Pop on WiiWare, the first game we released. She also wanted to know why Nic went indie and what lessons we learned from making Pop. There are some useful insights here for aspiring developers.
The second feature is a video interview with Nic at a local IGDA Sydney playtesting event. There’s also a Developer Data Box, which details some useful information on the company, including how much it cost us to make Pop and how much revenue it generated in the first year.
She wanted to know about escapeVektor, Pop and of course Spirit Hunters Inc. We also discussed interacting with our fans and why Spirit Hunters Inc has taken so long to develop. Then we talked about development of escapeVektor for the 3DS and mentioned that we were also talking to Sony – remember, this interview was done in November 2011.