Archive for February 2010

Interview: Andrew Brophy

February 18, 2010

Andrew Brophy is an indie game developer who is a member of The Poppenkast and the founder of The Braingale Team.  You can view his personal portfolio here or his blog here.

Introduce yourself:

Introduce myself? Okay, here it goes, although I can’t remember much, so sorry if this is a little vauge…

It all started in 1993, where I was born in the fifth worst city in this country on the fourth month into a family of three, being the second male child and the only one who cares for games. Sometime after that, I started making them – and fun ones at that!

Also, I’m Andrew Brophy from Australia.

How do you come up with the ideas for your games?

All sorts of ways. I have this bad habit of coming up with the look of a game first, so I’ll make all these nice looking effects, then sit there for ages trying to figure out how on Earth I turn it into something playable. I’d like to think I got that right a few times.

Of all of your games, which would you say is your favorite, and why?

That’s a good question. I’d probably say Angry Gorilla Machine Monsters. As soon as I (accidentally) made the background effect, I knew it’d look pretty sweet. Honestly, I don’t think it’s too fun to play, but it looks nice. I also like Polkadot and A Weekend in Space, because they actually seems fun to play.

How is your game for YoYoGame’s 5th Competition, CowboyKilla coming along?

Pretty well. Most of the core work is done, it’s just a matter of fleshing the game out and polishing it up. The good thing about working with Banov is that we have a pretty similar work ethic, and we both have a very similar idea on how we want the game to turn out, so it’s been really fun working on it.

Besides your competition game, are you working on any other projects? If so, care to share any information (names, general info, screenshots, etc…)?

I’m working on so many. It’s really bad, I’m a total scatterbrain. I do have a few running that I’ll mention thought. First is an exploration platformer called Anyone Else’s World. I’ve been working on it on and off for about two years. There’s a playable demo somewhere online, but it’s pretty old. I’m planning on releasing it sometime this year.

Then there’s Takishawatwo – a follow up to my previous game Takishawa is Dead!, which was pretty popular. I basically wanted to make up for all the issues that the first game had, as well as making a full adventure title (people may not be aware of this, but the first one was made over a weekend). And lastly, I’ve been working on a story-based platformer called Girl since about the end of 2008. I don’t have anything to show as of yet, but it’s going pretty well.

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Interview: Broxter

February 7, 2010

Broxter is an indie game developer from England, whose work includes Blockiliate and Ne Touchez Pas! Flash.  For more of his work, you can visit his (outdated) personal portfolio here.

Introduce yourself:
Hello. I’m known as Broxter (real name, Jack Brockley). I’m a seventeen-year-old student from Stoke-on-Trent in England. I’d like to think that I’m pretty intelligent. Alas, I use Twitter too much.

How did you begin making games?
I found Game Maker in February 2006 after reading a tiny paragraph about it in a UK magazine which I still read, called GamesMaster. At first I found it very difficult to use and it wasn’t until August 2008 that I finally finished my first game (which was featured on YoYo Games after being entered into the third competition) and began using GM regularly; I think this was the point when I became decent at making games and I was pretty happy with myself.

You have recently made the switch to flash. How was that and do you have any tips for others wanting to do the same?
Indeed I have. I’d been wanting (and trying) to make games in Flash for about a year. The main attractions were the possibilities of reaching so many more players (such is the nature of games run in a browser) and actually making some money. After attempting and failing with both Flash CS3 and the Flixel AS3 library, I basically gave up. I heard FlashPunk was coming but I was expecting it to be just as tricky to use as Flixel. How wrong I was. I completed the beginner’s tutorial on the first day of FlashPunk’s release and subsequently fully ported Andrew McCluskey’s Ne Touchez Pas! from Game Maker to Flash in just three weeks. I still had problems but this time I was able to satisfyingly overcome them. I would definitely recommend FlashPunk to other users of Game Maker wishing to experiment with Flash – it’s structured quite similarly and there is a great community forming already.

What are your opinions of FlashPunk?
Simply put, it’s awesome. I can’t thank Chevy Ray Johnston enough. Without FlashPunk, I’d probably have given up with Flash for good. I’ve become so interested that I’ve actually created a dedicated blog – FlashPunked.

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Welcome Back

February 6, 2010

We are back in progress.  You may know this site as IVGM (Interview Game Makers).  After shutting that site down, I have been wanting to start it back up again.

For those of you who didn’t know of IVGM: it was a site that interviewed upcoming and well known game developers trying to get interesting facts and new/secret information on upcoming games.

Along with the “rebirth” we bring a new name: Interviewing the Game Making Universe

So, the main point of this blog was to say: We are back in business.