Blog »

Interviews

Blog

Posts Tagged ‘Interviews’:

GameSetWatch Blurst/Blush Interview

Posted to Blurst by Matthew on March 12th, 2009

Phill Cameron recently interviewed the company about our plans for six Blurst games in 2009, our history, and our view of the indie gaming world. The interview just went up over at GameSetWatch, a clever gaming site run by Simon Carless (Game Developer Magazine, Gamasutra, IGF):

With such quick development cycles for each of your games, are there a lot of ideas that don’t make it? Or are they all used eventually?

FS: There are tons of ideas that don’t make it. Our policy here is to spew out whatever coagulates in our brain soup. Naturally, most things are not going to make the cut. Part of this is because there isn’t enough time in the day or an idea is too complex, part of it is that some ideas aren’t any good, and part of it is that some ideas are just too genocidal, demeaning, horrible, abusive, disrespectful, and hideously irreverent to thrust upon the world.

For the curious, we handle interviews by dropping the questions into Google Docs and letting everyone pick at it, like so many lions gorging on downed zebra.  Sometimes an answer is a single person, but we tend to mingle at the sentence-to-sentence level.  See if you can guys can guess which line is by which person!

Read the entire interview over at GameSetWatch!

Comments | Tags: ,

Rock, Paper, Shotgun Blush Interview

Posted to Games by Matthew on January 23rd, 2009

The fine chaps over at Rock, Paper, Shotgun sent over a few questions about Blush, which we merrily answered. The interview is credited to “The Flashbang Hivemind”, which basically means we dump the questions into a Google Doc and let everyone hack at it.

We talk a bit about the goals of Blush, as well as our plans for 2009:

Flashbang was a bit of an iceberg in 2008. We had a few prominent game releases that caught everyone’s attention, but there was also a huge amount of production going on behind the scenes (to horde some of this “money” we keep hearing about). We actually launched 12 projects total, in 2008, and much of the proceeds dropping right into our cash pile. The intern occasionally rakes it back up all nice and pretty. Almost half of these projects were things like training games for corporate clients; the kind of stuff they don’t warn you about in school. But we’re coasting now, and rejecting all contract work, so we figure we should be able to pull off six games with all of the company above the water line. The trick is that most of these projects happened in parallel to our Blurst stuff, so we need to figure out how to avoid the “you can’t make a baby in 1 month with 9 women” problem. Our solution? Post-birth assembly.

Read the full interview over at RPS!

Comments | Tags: ,


2,359 Followers

Blurst


Getting Rid of White Halos in Transparent Textures

Getting Rid of White Halos in Transparent Textures 74 days ago

Flying Raptors in New ORVS

Flying Raptors in New ORVS 107 days ago

Jon Sack, Beesly

Jon Sack, Beesly 164 days ago

see more videos