| Interview
The guys
at Moonpod were kind enough to do a bit of an interview with
us, over email. I'm always suprised at how friendly these
guys are, and that they didn't immediately call the FBI and
have me detained for asking silly questions over and over
again. :) Without further ado, the interview!
Real
names and ages of all three of you? Who does what around the
office? (Assuming you have an office as such.)
Mark Featherstone 69: Game Code/AI programming/eater of smelly
foodstuffs.
Darren Griffiths 3 years old: Rendering Code/networking/tools/reuseable
module programming/Cleaner
Nick Tipping: 55: Art/website/scripting/Occasional Dish washer
Musical preferences?
Darren: Korn, Slipknot, Marilyn Manson, Machine Head, Kate
Bush
Mark: Belgian House & Eurovision collections.
Nick: I'll listen to anything, I even have Betty Boo albums
in my collection.
What was the last movie you watched, and what's your favorite
movie of all time?
Darren: Freddy Vs Jason. Favourite movie is Fight Club.
Mark: Legends of the Fall, Anything with Brad Pitt in it.
Nick: 'The Eye' by Pang Bros. Favourite film is Raiders Of
The Lost Ark, reminds me of my Grandad who took me to see
it.
If you could spend an afternoon with any person, past or present,
who would it be and why?
Darren: Jennifer Korbin. Do a Google if you're over 18. Failing
that I'd like Jedi lessons off Alec Guinness
Mark: I'd like to spend an afternoon with the lead singer
of Electric Six and star in his 'Gay Bar' video.
Nick: Sophia Loren when she was young (for obvious reasons)
If Moonpod ruled the cosmos, would you be kind and
benevolant dictators, or would you be just too darned busy
creating chaos with a dash of unrelenting horror to be kind?
I suspect the world would be a complete mess if we were in
charge (so no change there then...)
Does the little man in the moonpod on the logo have
a name? (Sorry, but it has to be asked.)
It's actually a lady (although that's hard to tell in the
logo you can see her in the 'moonpod' bit at the begiining
of Starscape, although it's still hard to tell because she
is in a space suit). The ship and character are the very first
test models we made when we started out. Originally the character
was going to be the Captain of the ship in the game and was
going to be called 'Aria'. So I suppose that is her name.
Who's got the coolest thing sitting on their desk, and what
what is it?
Darren has Kermit the Frog sat on his desk, which beats Mark's
Dalek in our opinion.
What video game character do you most associate yourself with,
and why?
Darren: Commander Jameson from Elite
Mark: Lara Croft (Because I have big t...)
Nick: Guybrush Threepwood (I like the taste of rum on my lips)
Tonight's steel cage no holds bared wrestling match features
Space Oddesy 2001's HAL vs. That robot thing from Lost in
Space. Who's your money on?
The robot from Lost in Space of course, HAL doesn't have limbs.
In the grand final Jonny 5 takes the Lost in Space robot out
with a well placed tank track to the head.
And now, for the somewhat serious stuff:
Can you give us a little history behind Moonpod and the people
behind it? What inspired you guys to start your own game studio?
We all worked together at Gremlin Interactive, then Infogrammes
then Rage Games. We had a lot of ideas for games that we knew
would be difficult to make in the mainstream industry and
had been toying with the idea of setting out on our own for
a long time.
Bizarre as it may sound, starting our own game studio was
the most stable thing we could do at the time. We didn't want
to move from Sheffield, but pretty much every games company
here had folded or was about to close. Many people we worked
with moved to other studios about the UK only to be out of
a job again one year later. So we feel like we have done the
right thing.
What city/country are you based out of?
Sheffield in the UK.
What projects have you guys worked on previously as individuals?
We all worked on various games (a full list is on our site)
at Gremlin Interactive Ltd, then Infogrames then Rage Games.
Our last project at Rage was Gun Metal on xbox.
What do you see as Moonpod's goal/reason for existing?
Boring answer: but we just love making games! It's certainly
not for the money in this industry!
There's a great deal of interest out there right in
breaking into the gaming industy, any advice for aspiring
game developers?
If you don't have a job:
Be prepared to be a nomad.
Enthusiasm and willingness to work in a team is important
at interview.
Artists: Don't be a failed traditional artist/illustrator/film
effects artists, be a games artist. Portfolio is king.
Programmers: Learn C/C++, learn your data structures, learn
lots of math stuff, make a whole bunch of demos, start small
and work up, don't try to write Doom3 as your first project.
If you have a job:
Keep an eye on the share price of the company you work for.
Always have an up to date CV (and portfolio if you are an
artist) handy.
If the company you work for stops buying trade periodicals
as a cost cutting measure GET OUT!!!
If there was one thing in the gaming industry you could change,
what would it be?
Less emphasis on big licenses and hyped up games.
Anything you can tell us about future plans/projects?
Yes, our second game is very early in development but I can
tell you that it will be an RTS set in the Starscape universe.
We were initially worried about entering such a saturated
market but we think we have come up with some core thoughts
about the genre that will make the gameplay stand out. We
will be releasing more information on our site as work progresses
this time.
What games are you guys playing around the office?
(Other than Starscape I mean. ;)
Wolfenstein ET, Priston Tales, Hide the sausage, Anarchy Online,
Total Annihilation.
I've noticed you have an advertisment on Penny Arcade...
What made you decide to advertise there?
We just contacted a few sites for advertising as we didn't
have much experience of it. We emailed a lot of big gaming
sites, and thought we'd try PA too because we are big fans.
The PA guys only advertise products they actually like and
think their readers will enjoy. So we had to send them a copy
of the game first. Luckily they enjoyed it. It was really
good of them to help us out.
What inspired you guys to create Starscape? Why did
you go into this rather unique genre, rather than a shooter
or RPG?
It started out as an experiment to design something that was
as simple and addictive as possible and then see how that
could be built upon to give more long term depth and enjoyment.
People love collecting, building and exploring so it all fell
into place quite quickly and logically really.
What was the development time like on Starscape? Did
you bring in any extra help or do it completely inhouse?
Starscape took just over 7 months to complete. The full team
consisted of the three of us developing the game and a 1 lead
tester working full time. Externally we had 1 musician, and
1 web developer to create our payment back end system.
If you are interested, Mark wrote up a full postmortem about
what turned out well and what went wrong on the project and
posted it on our web board here:
http://www.moonpod.com/board/viewtopic.php?t=209
How are the sales going with Starscape? I find your
sales structure interesting, in that most companies don't
allow you to download the game and pay a little less for it.
What lead to the decision to publish yourselves?
Sales are good but not at the 'driving ferraris' stage yet!
We aren't even earning close to what we got in the mainstream
industry. It looks like it will be enough to keep us going
until we get our second game out though, which is all we hoped
for. Publishing the game online ourselves means that we can
concentrate on making more games arther than chasing publishers.
We have had a few publishers get in touch about vaioous territories
which is great, but it's nice not to have to rely on them.
Are you finding that most of your orders are for the
download version, or for the retail box?
It can vary quite drastically from day to day, but it averages
half and half.
I'm all about the old skool, and as I'm playing Starscape,
I find myself comparing it to one of the greatest (in my humble
opinion) games of all time: Starcontrol2. Any influances from
there?
Yes StarControl2 is one of my all time favourite games, sadly
I can't get it to work anymore - damn you windows2000 !! The
wierd looking aliens and groovy music were fantastic and multiplayer
death matches were always fun.
And of course, here's the tough question: There's TONS of
games out there. Why should people buy Starscape? What's going
to really draw them in?
Probably we are the wrong people to ask, because we are obviously
going to say it offers something different! A lot of our customers
have said it was because the game offered an interesting twist
on a familiar theme: they could pick up and play without needing
to know much but were surprised by many of the gameplay elements
that got introduced as they progressed. The great thing about
selling online is that our customers can answer this for themselves:
just download the demo and see if you like it!
Thanks for your time! Any last words for the readers?
Apart from 'check out www.moonpod.com'
of course, just check out the indie games scene in general
if you haven't already. Things have come a long way in the
past year, there's still a million tetris-a-likes, but if
you look around there are some amazing games to be found.
After fragtopia, www.diygames.com
is a great place to start if you are new to the scene. The
more this side of the industry grows, the more you will see
improvements in quality and innovation, which can only be
a good thing.
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Moonpod
Offices: (left to right) Darren, Mark and Nick |
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