Indie Developers Showcase 2010
Indie Developer Showcase, Day Four: Mondo Agency

Jordan Deam | 28 Jan 2010 21:00
Indie Developers Showcase 2010 - RSS 2.0

TE: What was your inspiration for Tuning?

C: Three-dimensional balls. And brain malfunction.

TE: I'm having trouble articulating this myself, so I'll ask you: What makes Tuning fun and not just frustrating?

C: I think it's the sense of discovery. In order to beat most levels you have to discover how to look at them. Understanding how each level works is a rewarding experience, plus the player knows that he'll get to see something new with each level he plays. The game is also pretty lenient; there's not many places where the player can blame the game for failing. Plus the levels are small and you restart instantly when you make a mistake so you never have to repeat larger parts of the game.

TE: Your games are frequently disorienting and perception-warping in a way that many would call "psychedelic." What do you find fascinating or appealing about this aesthetic?

C: I find it interesting to experience something that feels alien or new. I think there are a lot of people in this world who have unique ideas and views on life, and sharing them through entertainment is something that I highly appreciate.

As for the somewhat "psychedelic" visuals in my games, I just like to experiment with how things look and what can be done with lo-fi aesthetics in general. I don't think it's very interesting how commercial games just try to look as realistic as possible these days, and many indie games rely heavily on high-detail pixel art. While I can appreciate both, I think it's just as nice to look at something that maybe doesn't look equally impressive crafts wise, but has a distinct and unique style nonetheless.

TE: How do you decide when you're finished working on a game?

C: I hate working on something that has stopped feeling fun to develop. If something stops giving me ideas that I find fascinating, I will most likely stop working on it. I also hate it when I get too many ideas for one game simultaneously. The aspect of game creation I like is when I come up with the ideas; implementing them feels more like a chore. So if I write down a list of ideas I want to implement in my game, it will start to feel more like work instead of something that I enjoy. And what is the meaning of working with something creative if you don't enjoy it?

So if when I don't feel like working further on a game, I either decide to finish it off as fast as possible, or start working on something new.

TE: Why do you make games? Is it a career or a hobby for you at this point?

C: It's a career, unfortunately. If I was rich by now, I maybe would've felt that it was a wise choice, but working from home is very isolating and I haven't made a lot of money from it so far.

TE: How do you manage to support yourself when all of your games are available for free on your site?

C: Right now I'm living off of donations. I suck at the business side of game development. If I don't start getting a better income soon, I'll probably quit making games (at least as any form of career). I wish I didn't have to sell my games, but I guess it's unavoidable.

TE: What are your interests besides game design? Between school and your game projects, do you have time for anything else?

C: Music, friends, girls, beer, movies, food, weird comics and my cat. I honestly sometimes feel like I should've kept playing music instead of picking up game design. Creating games is not a very social thing to do.

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