"It was a conscious decision that we made, we wanted to self fund, we wanted to self publish," said Tossell. Part of that comes from being able to make sure they're making the type of game they want to make, which is in part thanks to the decision to be self funded. I feel much more relaxed about what we do now than I did before." Whereas as with Tengami we are only three people, and we're all in this together. "You can get into this very negative situation where everybody is almost like fighting against each other and you constantly have to prove yourself and defend your point of views. So you're trying to make a sports game, but everybody is slightly off from each other, because everyone is individuals and has their own ideas, their own preferences, very different opinions." "But the thing that you get on big teams is head bashing because everyone has different ideas of what they want the game to be. "I was very stressed on Kinect Sports because every game I've ever worked on I've always been passionate about it, I was emotionally invested," she explained. Schneidereit agrees, and said she actually finds independent development less stressful than her console days. "It was a conscious decision that we made, we wanted to self fund, we wanted to self publish" Fingers in everything, having to tackle everything." So going to a smaller team, smaller platform has been really exciting. "So the overall influence that you have - even though at the end I was ostensibly in a fairly influential position - you still don't have that much influence over what you're doing. "Console development these days is very different, you have a very small piece that you basically have to cover, you're like a small cog in a big machine," Tossell continued. Its first game is a beautiful iOS title called Tengami, created with Ryo Agarie, also formerly of Rare. "It's been really good actually," said Tossell, who along with Schneidereit left Rare and the Kinect Sports team to found Nyamyam. What about if you self-funded? And decided to make a technically intricate game? But, say Phil Tossell and Jennifer Schneidereit, they're far more relaxed now than they ever were before. You'd think the move from the relative safety of console development at a large studio to independent development would be anxious at the best of times.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |