PSN: Developer Reflections 2009: Creat Studios (Part 3)

And so we're on our final piece for the Developer's Reflection series of articles. We've been running this for some 3 weeks now, I hope you all enjoyed reading it.
Today we have our final talk with Creat Studios - this time with the Olga Sokolova, Producer of Magic Orbz / Magic Ball and Cuboid for the PlayStation Network. We also have a Word From Scott Hyman, Director of Business Development at Creat Studios about his thoughts going forward on the PlayStation Network.
We should hope 2010 is great for all the developers we've spoken too - hopefully we'll do it again next year! And now onto the questions:
What were you most happy with during the game's development?
Olga Sokolova: To see new features appearing in the game and working as we wanted them to work. In the early stages, the game is like an embryo looking like fish or frog or something – but nothing like the game you’re imagining and want to see. And then, one fine day, you see that it transformed into something looking really like a game. It’s a great, mysterious thrill of making games that you never get used to.
Closer to the projects we made – in Cuboid it was sound. When I heard it all together for the first time, it was really exciting. And the little cut-scenes, when the player passes the episode and everything changes around – it’s so touching. In Magic Ball, it was… testing! I liked playing that game so much that it was really cool to play it while pretending to help QA guys. And in Digger, I liked those little things that were made by our artists or programmers on their own initiative – some visual effects that were really like a surprise and a little present for me.
What were you least happy with, in retrospect?
OS: I hate that days right before milestones or submission when everything goes wrong – even the things that could never go wrong in the theory. And in Magic Ball, for example, there are still some things not as polished as we would like, and that we could probably make better. When I see them I still get upset. While making Cuboid, I was sad that I was not able to pass difficult levels myself. As for Digger, it was the most happy game I’ve ever done and I really have nothing to remember as negative– only small complaints that are not interesting, even for me.
What is the biggest lesson you're going to apply to the next game you make?
OS: It’s not a real revelation, but what we should always remember – it’s people who make the game; not technologies, not production plans, not computers. Although everything is important, of course, but people and their creativity and their willingness to create the game are the most valuable.
And one more thing that we always want to have but usually can’t afford: more time for polishing. When you think the project is finished, having 2-3 more weeks to make something – the small improvements that, of course, are NOT necessary – will give you something you’ll be proud of.
And Now, A Word From Scott Hyman, Director of Business Development at Creat Studios
What is the biggest lesson you're going to apply to the next game you make?
Scott Hyman: Multiplayer and demos. Demos and multiplayer. The great majority of feature requests and feedback we have received are for online and local multiplayer, and demo versions to try our games. We’ve listened and responded.
[Cuboid, Digger and Magic Orbz are all now available on the PlayStation Network. We hope you enjoyed our series of developer chats, hopefully we can expand on it next year!]








Comments
I was hoping you'd ask them about one of their minis.
Very little seems to be said about that program in public, save one small article on Games Industry.
Posted by: JeremyR | February 4, 2010 1:14 AM