What's your favorite video game?
Yoshi's Island! But I have to give honorable mentions to Super Metroid, Donkey Kong Country 2, Team Fortress 2 and Pikmin 2.
Favorite Movie?
Hmmmmm, a bit harder for me. I've got three: Eternal Sunshine of the Spotless Mind, The Life Aquatic and The Science of Sleep.
What's the worst game you ever played?
Jeez, I don't know. That's not something I dwell on much.
What's the most memorable game you ever played?
Probably Yoshi's Island or DKC2. I played them a lot as a kid and was always in awe of them. I feel like they're permanently ingrained in my subconscious. They're memorable in the sense that they affect everything I make, even when I'm not aware of it.
Design teams breaking up is the second leading cause of failed/incomplete indie games, what was it like working with Tom and how did you two keep it together?
Now I'm curious... what's the first leading cause?
I am ze vun askink ze questions here! ...Lack of dedication on the part of the author. They start out all gung-ho, and months into it they look at what what they've accomplished, and look at all they havn't accomplished, and despair, then quickly loose interest. It's also pretty common for people to jump from project to project without ever going back and finishing anything.
Those who can stick to a project when it stops being fun and starts being work are the ones who finish their games. (and novels, and movies, and...)
So what was it like working with Tom and how did you two keep it together?
Tom is a great guy to work with, it was a lot of fun. We both got side-tracked a lot with other things, but we were pretty young when we started it so it's bound to happen. I guess we kept it together in the end because we both knew we liked where the game was going and what we were trying to build. If we ever felt like quitting it just didn't make sense, because we both loved the game so much.
When you started making Runman: Race Around the World, where did each of you start and how did you divide it up?
Pretty much I did level design and Tom did the graphics and found the music. We talked over every general game design decision, and the programming was mostly me but Tom still did a fair amount.
Would you consider more team projects in the future, or would you rather stick to flying solo?
In general I like the solo thing, but I'm also aware that collaborations will always produce something that I couldn't have made on my own. If Tom or I had made RunMan solo it would've been a much different game for sure, and I really like what it became by working with Tom. For the future... I can't really say. Like always, I'll just do whatever inspires me. Right now I'm making another game with Tom, but this time I'm doing just level design and giving other general design input. It feels like a reduced role compared to RunMan with him handling the programming and most of the decisions.
What was the hardest part of making Runman: Race Around the World?
Just producing the amount of content required to flesh it out as much as we wanted to.
Diddie-wa-diddie is the last piece of music I'd have expected to hear in a video game. Amazingly the old-time soundtrack really worked for Runman. Was it your idea? And how did you come up with it, and how did Tom react? (if it was Tom's idea, then how did you react?)
I'd like to take credit for it, but it was totally Tom's idea. I thought it was a perfect match for the game.
What would you consider to be the most important aspect of game design?
For me, I'd just say it's important to design with intent, and to keep things simple.
About how long did it take you to put Race Around the World together?
4 years from conception to completion, with lots of long breaks.
How many hours a week did you spend on average on game making?
For RunMan I have no clue. It was not organized at all. I feel a lot more systematic in my process now, but RunMan was all over the place.
What are you working on now?
As mentioned above, there's a new project with Tom. It's called Deepak Fights Robots. Right now though, it's mostly him working away at that. I'm also always working on my general-purpose editor for indie developers (www.ogmoeditor.com) . But my big project is Give Up Robot 2 for Adult Swim. Development on that is just wrapping up.
What advise would you give to those starting their own fan/indie games?
Just do it. Don't let anyone tell you how to do it, just do it. Right now (and hurry).
Anything you want to say?
Nope, thanks.