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Q&A with the Top 6 Dream.Build.Play Finalists Lumi A.R.E.S. Prismatic Solid Beat Hazard Duality ZF JoyJoy “Lumi” Interview with creator Nicolas Daures Q: In a few sentences or less, how would you describe your game? A: Lumi is an action/puzzle/platform game, in a marvelous 2D universe. The player controls Lumi, a small creature with powers based on magnetism and light, and with the goal to save the universe sunk into darkness. To progress in a level, Lumi can change its polarity and be attracted or repulsed by magnetic objects. Lumi also needs to use its light power to give back life to the world. Q: How many people are on your team and what were their roles? A: We were mainly two developers working on Lumi: Mathieu Akita and myself. I was programmer, level builder and game designer. I've developed the engine we use to create 2D games, such as Lumi, and the level editor that allowed us to build the levels of Lumi. Mathieu Akita was the graphical artist. He worked on the graphical universe, the animations and the effects of Lumi. He also composed the musics, and he participated along with me, in the elaboration of the game design. Q: What was your inspiration? A: Before I started Kydos Studio, I had been working in a French game studio, Etranges Libellules, where we had white boards with magnets that were used to pin the task that were assigned to us on the board. While playing with those magnets, we started imagining a game based on magnetism. Later, we added the light to the concept with the idea to attain a charming universe based on the contrast between light and darkness. Q: What type of game development team would you class yourself as? A: We are an independent developer. We want to create our own games in our own universes. I believe independent developers to be a crucial alternative to big productions. Since they cannot compete with the technical aspect of big productions, independent companies often brings new concepts, new game experience and a unique graphical style to their game. They also prove that it is still possible to make amazing games with a small budget. Q: How long have you (and your team) been programming? A: I have been a programmer for 3 years now. I started at Etranges Libellules, where I worked on Spyro Dawn of the Dragons and Alice in Wonderland. That's where I met Mathieu, who was game designer there. Q: What do you feel that participating in Dream.Build.Play provides for the game development community? A: Dream.Build.Play shows the developing community what can be done with the XNA Framework. It can persuade new developers to start using XNA [Game Studio], and it is also a good way to promote independent games. Q: What does Dream.Build.Play mean to you, personally, as a development team? A: Dream.Build.Play gives the independent developers the opportunity to reach a boarder audience and to stand out from the other indies. Today, few websites give coverage to Xbox LIVE Indie Games and our productions stay unknown to the general public. It's hard to make a living out of a game even when it's a good game, and that's where Dream.Build.Play, in showing the best of the indie games, is important Q: What did you feel, if anything, XNA Game Studio enabled you to do well when working on your game? A: XNA [Game Studio] allows mainly to gain time in developing the engine, which permitted us to concentrate more on the game itself. Q: Now that you've got a completed game, what are you/your team planning to do next? A: When Lumi is released, I will keep working on our engine. I will also start working on new concepts for our next game. Once we have a satisfying game design and universe, we will start the development of the new game. “A.R.E.S.” Interview with creator Nenin Ananbanchachai Q: In a few sentences or less, how would you describe your game? A: A.R.E.S. is a 2.5D run and gun side-scrolling game, presented with well-polished artwork. Players would play as the ultramodern robot prototype, Ares. As Ares, you are sent on a mission to rescue task force members who were trapped while conducting an investigation to find out the extent of damage sustained by the space station. Annihilate countless robots, recycle their parts to make incredible items, including weapon upgrades and take on gigantic bosses in 3D environment side-scroller. Q: How many people are on your team and what were their roles? A: There are six people who contribute to this project. All main developers work in Thailand. Nenin is a team leader. His role includes a producer, a lead designer and a game tester. Another team member, Chakkapun, is a lead programmer, a project manager and a story writer. Chanyut is a CG programmer. Sittipon is an animation programmer and a code optimization strategist, while Siruit is a level creator and a co-designer. For the last member, Somjade is an artist. He is responsible for designing, developing concept art, painting texture, modeling 3D object, animating sprite and creating visual effect. Except for our main developers in Bangkok, we also get additional help in some particular areas from other supporters abroad. For example, Victor is an engine developer who helps the team to optimize the engine for Xbox development. Ari helps us write a dialogue script and facilitate communication between us and fans. Christopher and Daniel help compose the music & sound effects. Q: What was your inspiration? A: We would like to create a high quality run and gun side-scroller game that creates the classic old-school game experiences like our favorite games such as Megaman, Contra and Metroid. A recycle feature that allows player to recycle junks to a useful item comes from the concept of reducing the global warming problem. Q: What type of game development team would you class yourself as? A: I am an independent developer and my team is an independent game studio. Q: How long have you (and your team) been programming? A: We don’t know that exactly, but I can say that some of us have been programming for more than ten years. I learned a programming language in my school computer classroom since I was twelve and created my first shooting game with Adobe Flash 5 when I was fifteen. After that, I started to spend my time to learn other programming languages and leveraged my knowledge to create my own game every year. Some of us had spent time to participate in many computer competitions and academic camp since they were in high school. But, they didn’t make any games until they went to a university. Almost everyone in my team knows each other in the university. We have participated and win many game contests in Thailand until now. Q: What made you decide to enter the contest? A: After I finished my degree, I and my team set up a new game studio in Thailand. We decided to make the first game of studio with XNA [Game Studio]. We would like to be the first Thai game studio who releases the game on XBLA. Joining DBP can increase our marketing potential, help us connect with people and it is a good way to reach our goal. Q: What do you feel that participating in Dream.Build.Play provides for the game development community? A: Joining Dream.Build.Play inspires developers to develop games with more devotion. As you can see that there are many great XNA [Game Studio] games from the competition now. Q: What does Dream.Build.Play mean to you, personally, as a development team? A: Dream.Build.Play is a world class game contest for the indie XNA [Game Studio] game developers. To participate in the contest and submit your finished entry means you are a real game developer. Becoming a finalist means the higher chance that people would play our game – it can increase our game’s marketing potential. Even better, to win a contest means to maximize our chance to publish our game on XBLA. Q: What did you feel, if anything, XNA Game Studio enabled you to do well when working on your game? A: XNA [Game Studio] is a friendly framework; it is easier and faster to create a small to medium game by using XNA [Game Studio]since you do not have to worry about technical and graphic issues too much, it enables you to put most of your effort in game logics and gameplay. Q: Now that you've got a completed game, what are you/your team planning to do next? A: We will make sure that the game has no bug and every single pixel is well polished. Later, we will sell it on both PC and Xbox. “Prismatic Solid” Interview with creator Youichi Hiyashi Q: In a few sentences or less, how would you describe your game? A: A forced rail shooter with simple and stylish graphic spaces consistent of primitive and solid figures. Numerous amount of particles and tremendous amount of projectiles will thrill you. Impressive effects, expression and evolution as you battle across six different stages against various enemies. Each stage has a unique end-of-stage guardian. Q: How many people are on your team and what were their roles? A: 4 people total; 2 for sound and BMG, 1 for logo and title and 1 for direction, design program and graphics. Q: What was your inspiration? A: I was inspired by SILPHEED/XEXEX (Japanese games) and many other shmups. Q: What type of game development team would you class yourself as? A: Hobby Q: How long have you (and your team) been programming? A: About 2 years. I developed a game by Managed DirectX and C#. So, I have begun to use XNA Game Studio from an early version. Immediately I became a captivated by the power of GPU. Q: What does Dream.Build.Play mean to you, personally, as a development team? A: It became the big incentive to be part of a global game contest. Q: What did you feel, if anything, XNA Game Studio enabled you to do well when working on your game? A: C # extremely reduced the outbreak of the bug. IntelliSense was strong. “Beat Hazard” Interview with creator Norman Hunt Q: In a few sentences or less, how would you describe your game? A: It’s been described as Asteroids on steroids! It’s a twin stick shooter that is driven by your own music. It fuses your love of music and gaming together as one. Beat Hazard is pretty intense though, so get ready for a good slap in the eyes! Q: How many people are on your team and what were their roles? A: For the XNA version it was just me! So I’ve done the design, art and programming. My son is now involved too, so we’ve doubled! Q: What was your inspiration? A: I love music visualizers and of course I love games too! I wondered if you could fuse the two together and make a game. This was about 4 years ago. I’ve since had the opportunity to try the idea and Beat Hazard was the result! Q: What type of game development team would you class yourself as? A: Indie developer Q: How long have you (and your team) been programming? A: I had a ZX80 back in the 70s. That’s how I started programming. I’ve been playing with PCs and games since then. The XNA [Game Studio] platform was a great opportunity to finally go and write a full game. Q: What made you decide to enter the contest? A: To be honest, the chance of getting the game on XBLA. We’ve had amazing feedback from players and many want to know why it’s not a full game on XBLA. It would be awesome to add Achievements & Leaderboards. Q: What do you feel that participating in Dream.Build.Play provides for the game development community? A: I think it provides a great sense of friendly rivalry. It’s very healthy competition that makes us look at our games more closely and question whether they are as good as they can be. Q: What does Dream.Build.Play mean to you, personally, as a development team? A: It’s the world to us. We’ve just started out as an Indie and it’s a big sea out there. It’s great to be able to enter a competition that can give us the exposure we need to go onwards and upwards. Q: What did you feel, if anything, XNA Game Studio enabled you to do well when working on your game? A: XNA [Game Studio] is amazing for rapid prototyping. It’s so easy to use and the tools are top notch. It’s great to spend more time with creative/gameplay issues than on fighting with the technology. Q: Now that you've got a completed game, what are you/your team planning to do next? A: Beat Hazard has struck a chord with so many people. We’ve just released a PC version on Steam and are looking at taking it to other platforms. And of course hoping we get the chance to take it to XBLA!!! “Duality ZF” Interview with development team Jason and Matthew Doucette Q: In a few sentences or less, how would you describe your game? A: [Jason]: Duality ZF is a 2D overhead-view vertical-scrolling spaceship shoot’em up. Basically, shoot your enemies and don’t get shot. There is an emphasis on intense firepower for both sides. It can be played from 1 to 4 players cooperatively. It has several game modes, including Dual Play, the ability for all players to control two fighters at once, independently. This allows for extreme 8-fighter action. Q: How many people are on your team and what were their roles? A: [Matthew]: There are only two of us. Jason is the lead programmer and I am the game producer. Together we fill in all the roles of our start-up company. Our only outsourcing is our music, which is composed by Imphenzia (http://imphenzia.com/) Q: What was your inspiration? A: [Jason]: 2D shooters have always been my favourite genre. Since childhood, I have designed numerous concepts and programmed more than a few demos and a few full games. The programming challenge of bringing the most intensity possible always intrigued me, especially since home systems were very weak compared to the arcades. The Raiden series always stood out to me as a near perfection in shooters; its formula just works. Giving intense power to the player appears to make it a walkthrough, but giving intense firepower to the opposition with a one-hit-death makes it very challenging. The gamer’s extreme firepower does not conflict with the game’s difficulty. This is what I’ve wanted, yet I’ve always believed I could do better. Duality ZF is the first step toward that goal. Q: What type of game development team would you class yourself as? A: [Matthew]: Xona Games is an independent developer, with plans of releasing XBLA games as well as ports to all the other major gaming platforms including Windows PC. Q: How long have you (and your team) been programming? A: [Matthew]: We have been programming since grade 2, age 7. We were making games by at least grade 3, age 8. We started by programming at local computer stores, using machines on display, as well as a Commodore VIC-20 computer in our classroom. Our parents eventually bought us a TI-99/4A. We loved the technology. We coded countless games and graphics demos in the next few years, all still on cassette somewhere. Back then our skills went mostly unnoticed and there wasn’t a distinction between programming games and playing them, as there clearly is today. Technology was largely misunderstood by the society that surrounded us. There was little to no respect for video games as a whole. We stuck with graphics and game programming all of our lives, most of the work coming from Jason. And eventually, due to Dream.Build.Play 2008, decided to start coding Xbox games. Q: Have you ever entered Dream.Build.Play before? A: [Matthew]: We entered Duality ZF into Dream.Build.Play 2008, 2009, and 2010! We didn’t place in 2008, which we blame mostly on a single stage unfinished game. We placed as a top 20 finalist in 2009, #7 overall. And we placed as a top 6 finalist in 2010, awaiting further results. Each year the game was further along in development and polish. Q: What do you feel that participating in Dream.Build.Play provides for the game development community? A: [Matthew]: It provides a significant reason to try to accomplish your dream of making console-based video games, a dream most programmers share. Without Dream.Build.Play, Xona Games may not exist yet. Dream.Build.Play gave us that extra push we needed to take a risk at Xbox 360 game development. It got our feet wet, and we’ve haven’t stopped since. Q: What does Dream.Build.Play mean to you, personally, as a development team? A: Matthew: Being a top game in Dream.Build.Play 2010, as well as 2009, is an amazing feeling. It’s feedback we are doing something right, as well as a huge motivational boost to keep working hard. The 2010 placement meant a lot to us, as the competition is getting strong each year, and it’s awesome to know that a shmup can still makes waves in the North American gaming industry. As many coders know, amazing programming work can go unnoticed, so to get global recognition for our efforts is an unbelievable honor. And to be included in the same crowd as these other amazing finalist indie games is even that much more of an honor. Q: What did you feel, if anything, XNA Game Studio enabled you to do well when working on your game? A: [Jason]: Quick development. I had a scrolling shmup engine in under a week. It’s a great toolset to test ideas, since the development time is so fast. Q: Now that you've got a completed game, what are you/your team planning to do next? A: [Matthew]: We just shipped off Duality ZF to lots of interested XBLA publishers, and we are hoping to land an XBLA contract. If not, we will release Duality ZF to XBLIG. After Duality ZF, we plan to port both Duality ZF and Decimation X, our #1 top rated XBLIG game in Japan, to Windows PC. We have a few indie-friendly PC publishers already lined up. “JoyJoy” Interview with creator Luke Schneider Q: In a few sentences or less, how would you describe your game? A: JoyJoy is the happy twin-stick shooter. It has intensely-satisfying and fluid action with 6 upgradeable weapons, special charge attacks, and lots of gameplay customization. Q: How many people are on your team and what were their roles? A: It's just me. I did everything in the game (programming/art/sound/music). Q: What was your inspiration? A: As a huge Robotron fan, I've wanted to create a twin-stick shooter ever since I first put my hands on a Dual Shock controller back in 1998. In 2006, I created Rainbow Wars, a simple but fun twin-stick shooter, for PC using GameMaker as a part of a presentation for Volition on designers learning to do everything on a game in order to do their jobs better. I released it for free on the web and it was well-received. When I started planning my first game once I went solo with Radiangames, I wanted to do something I knew a lot about, since I'd be learning XNA [Game Studio] at the same time. JoyJoy is more or less what I wanted to do with Rainbow Wars, but couldn't at the time due to time and logistics. I put a lot more effort into creating a unique visual look for JoyJoy, and I refined the feel of the gameplay and added a lot more depth as well. Q: What type of game development team would you class yourself as? A: Independent Developer. JoyJoy is the first in a series of small, professional-quality games I'm creating specifically for Xbox LIVE Indie Games. After being a professional designer on larger games for a dozen years, I'm ready to try my luck with games at the other end of the spectrum. Q: How long have you (and your team) been programming? A: I was a CompSci major in college, but I mostly got through by being good at taking tests. My real programming start was with level editors for the Descent series, including a full geometry editor built for Descent 3 when I worked at Outrage. I didn't start game programming until 2003 when I started messing with the Gameboy Advance and Xbox. That also coincided with my first, but unplanned, try with Radiangames. Since then, I've briefly tried various tools and languages on PC, and started trying XNA [Game Studio] in late 2009. Q: What made you decide to enter the contest? A: The deadline for entry was a great motivator in helping me choose when to finally go independent. I knew I wanted to enter some sort of indie game competition with JoyJoy, with Dream.Build.Play being the preferred competition since I knew I was going to use XNA [Game Studio]. Q: What do you feel that participating in Dream.Build.Play provides for the game development community? A: Dream.Build.Play is a rallying point for XNA [Game Studio]/XBLIG developers, as the exposure it provides helps everyone. Q: What does Dream.Build.Play mean to you, personally, as a development team? A: Part of it is about helping to promote the awesomeness that is Xbox Live Indie Games. I know Yarouze for PS1 was a pioneer in removing barriers to development for consumers, but XNA [Game Studio] and XBLIG is a new milestone in the games industry that I feel needs more attention not only from consumers but developers as well. Here's a console platform that lets you develop a small game much quicker than anywhere else, with the smallest barriers to entry possible, and Microsoft has set up Dream.Build.Play to help highlight the best games and help them be successful. A competition like Dream.Build.Play motivates developers to do their best, and it's a great help to consumers and press to point them in the direction of games that are worth their attention. Q: What did you feel, if anything, XNA Game Studio enabled you to do well when working on your game? A: The .NET environment is so easy to use and the built-in functionality of XNA [Game Studio] is simple as well. So aside from loading/saving, I never had to worry about technical issues and I could just focus on the game. Q: Now that you've got a completed game, what are you/your team planning to do next? A: More games, quickly. That's the beauty of XNA [Game Studio] and XBLIG. You create a small, awesome game, release it, and in the time it takes other developers to pitch to publishers or get through certification, you've created another small, awesome game.