Sunday, November 21, 2010

Max & the Magic Marker: Klaus Hammerum Gregersen, Press Play, Denmark

As you all know Max & the Magic Marker was the winner in the Europrix 2010 games category, and I think it totally deserved to win.

I interviewed Klaus Hammerum Gregersen, who worked as a programmer in the project.


*Where did you get the idea for the game?*
-The game was initially inspired by a lot of 2d physics based games,
especially crayon physics. We thought that the drawing was a pretty neat
mechanic, but that it should be used in an actual game environment with
story, motivation and a playable character. The game play, art style and
general feel was created through many iterations on this core idea.*

*How long did the making of the game take?*
-It took about two years from the first prototype, but actual production was
about a year. But we are still working on new versions on other platforms.*

*Did it turn out to be just like you had imagined in the beginning or did
the project transform in the progress?*

-The core (drawing to solve puzzles + platforming) is more or less the same,
but the game looks and feels VERY differently from the first prototype. *


*Why did you decide to make some of the visuals like the character in 3D,
even though the game is a 2D game. Did you prefer the 3D style or was it
just faster/easier that way?*

-Max is actually rendered outside the scene and then drawn on a plane to make
him blend with the 2d world, and in the recent phone versions he is a
prerendered spritesheet. But the initial 3d max was made to ease animation
and animation blending.*


*What was the most challenging task in the development process?*
-Releasing for a console for the first time and keeping the game bug free i
think. Boring tech stuff..*


*In what aspect of the game you are most satisfied with?*
-The look and feel. Its pretty:)*

*Is there something you'd like to change in the game now?*
-Oh yes...


*You have already won several awards with the game, which one has been the
most important to you?*

-Probably the IGF vision award. Good recognition from people who really knows
games, AND good exposure to the audience.*

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