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Exklusiv intervju med Dylan Cuthbert Del 1 av 4 Exklusiv intervju med Dylan Cuthbert I den helt underbara staden Kyoto, inte allt för långt i från Nijo Castle, lyckades jag hitta Q-Games kontor på tredje våningen av Arte Oike. Inne på kontoret sitter det ungefär 40 spelutvecklare från hela världen och knackar på sina datorer. Efter en kopp grönt isté och en halvtimmes spelande av PixelJunk Shooter fick jag (i ett mötesrum med en whiteboard från framtiden mig en liten pratstund med grundaren av Q-Games samt mannen bakom SNES-klassikern Starwing, Dylan Cuthbert.Why did you name the company Q-Games?
At the time when I was looking for a name for the company I went trough all the standard strange names like, Neutron Star etc... but they all seem to be a little fake so I wanted to have something simple that we could put our own image to. And after thinking long and hard about it I chose to have a single letter, and I chose the letter Q. And one of the core reasons for this is that I'm a fan of the character Q from the James Bond movies.,
And then Tetzuya Mitzuguchi came along...
Yeah, but that was later, I'm not sure why he chose the letter Q tough *laughs*.
Does, being based in the city of Kyoto, influence or inspire the games from Q-Games?
It definitely gives us a comfortable feeling, since it's such a nice city. It's a good balance between hard work on making the games and then having fun in the city with all the cafes and that kind of culture.
Would the same games be produced it Q-Games was based in Tokyo?
No, I don't think it would be the same.
How does the team here at Q-Games keep up with developing all these games that are significantly different in art, game play and genre?
The plan with PixelJunk was always to be able to create different games but with a common name. If we would just release a game called Racers and Monsters there is nothing to tie the two together. Right from the beginning I wanted to make sure that people know that this series of games have the same basic core and spirit. So if they buy PixelJunk Eden there would be something there for them to recognize from PixelJunk Monsters even if it's a completely different game.
Also every PixelJunk game is a collaboration with a different artist who bring different content from the outside which is also something that marks the series out. For example with PixelJunk Racers we brought in an indie programmer, one of the guys behind The Indie Game Jam event (at GDC), and he was here in Japan for 6 months to work on the game. So for Racers the programmer was the external "art", with Monsters it was the music (Otograph), with Eden it was the art and the music (Baiyon), and with Shooter it is music (Dr Alex Paterson) as well.Is there any internal motto/mantra behind a PixelJunk-game?
To make the games clever, fun, and make sure that they have something original that people haven't seen before. All the games we make here, even the ones for Nintendo, we try to give the people something that people haven't seen. That might be a combination of things and the elements might have been pulled out of several other games, but they have not been brought together in the same way.
Could you explain the reason behind the numerical naming of the games, and if, when and why will you go to 2-1?
It's kind kind of inspired from the art world, where works of art are usually numbered, and I wanted to create a numbered series of games for a change to really emphasize the point that they are part of a group.
Series 2 will be going into a different direction again so they will probably be in 3D, but 3D in a way that people haven't really done before. Perhaps more emphasis on different video effects and such to try to create a different look.So it will look different from the series 1 games?
Oh yes, completely different. We might bring some of the games across, so PixelJunk Monsters might make an appearance in series 2, but it would be a completely different look.
Imorgon kommer del 2 av denna intervju att dyka upp här på Spelfebern. Då talas det bland annat om förväntningarna på PixelJunk-spelen samt om det kommer mer DLC till PixelJunk Monsters.
Spel, Övrigt, Q-Games, PixelJunk, Dylan Cuthbert
37.2° 0 Frode Wikesjö Frode Wikesjö
mån. 10 aug 2009, 20:00
1 kommentar till artikeln
trigger
Nice intervju Frode, även om jag inte är någon större fan av Q-Games spel. Dock är de jäkligt snygga ur ett designmässigt perspektiv. =)
av trigger, tisdag 11 augusti 2009 kl 14:47
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