Interview with Ivan Weiner about Creatrix
Interview with Ivan Weiner about Creatrix
| Developer:
Ultrafish Games |
Development Time: ~24
Months |
| Release: July 2004 |
Budget: $10,000 |
| Category:
Web/Downloadable |
|
Puzzle meets an incredible machine
By Russell D. Carroll [February 16, 2005]
Q: For everyone reading out there, who are you and what was your
involvement with Creatrix?
A: I am the mastermind. I designed and programmed the game, and acted as
producer when others were involved.
Q: What do you think makes Independent games distinctive?
A: Independent games lack most of the pressures involved in the top-heavy
game industry. Without having to support a multi-million dollar company full of
managers and hard-sellers, independent developers are able to develop their
visions more as an art form and an exploration of the endless possibilities of
gaming.
Q: How did your studio get your start in working with independent
games?
A: I couldn't handle the environment in the gaming 'industry' but the
desire to make cool games remained. So I decided to cut out the
middle-men, put my nose to the grindstone, and just make a game myself.
Q: What is the most innovative feature of Creatrix and how is it
innovative in your mind?
A: Creatrix is unusual in that it is a collectible style game that plays
in a real-time, arcade-like environment. It is also the only puzzle game I know
of where the puzzle involves designing functioning objects.
Q: What do gamers appreciate most about Creatrix?
A: People like the old-school arcade simplicity combined with the deeper
complexity of modern deck-building games. They also like seeing big contraptions
smash into each other.
Q: What was the single most difficult part of Creatrix to program?
A: Creatrix involves building Contraptions out of a wide variety of
smaller units, called Devices. The hardest thing to write was the generalized
code to allow both the current selection of Devices and the future development
of other types of Devices.
Q: Other than your own game did any one of the IGF finalists or Student
Showcase games stand out to you? Why?
A: Of course I love Star Chamber... I'm a total collectible card game
addict. Rocket Bowl has a great style and simplicity. Wik has an interesting
interface and the art is AWEsome.
Q: How do you think Independent Games will evolve in the future?
A: I am hoping for, and intend to work towards, games that have an easy
pathway for players to expand the basic system. I want to see games that are
developed as systems for communities of players to build on.
Q: What is the biggest challenge facing Independent games?
A: It's hard to get players and make money. Although it's getting
better now, there has also been a long history of reinventing the wheel for
every project. That is, how many different 3D engines really need to exist?
Wouldn't we have an incredible engine if we were all building on the SAME one?!
Q: As one of the leaders of Independent Games, what is next for you?
A: As described above, I am hoping to develop more community based games.
I'd like to see a game that is always evolving based on player contributions.
I'd also like to find a way to keep making games and not have to live on
people's couches.