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Your game industry in your words: Week of February 24

Gamasutra highlights choice quotes from industry figures such as Playdead's Arnt Jensen, Sony's Scott Rohde, Babycastle's Syed Salahuddin, and many others in this new weekly roundup.

February 24, 2012

2 Min Read

[Gamasutra highlights choice quotes from game industry figures such as Playdead's Arnt Jensen, Sony's Scott Rohde, Babycastle's Syed Salahuddin, and many others.] In our original and exclusive interviews, analysis, and feature pieces over the past week, a wide variety of developers, publishers, and indies shared their thoughts on making provocative games, easing players into complex games, and software droughts for new platforms. This Week's Noteworthy Game Industry Quotes "We really enjoy making our games, even though we know some people explode with rage at the sight of some of them." - Jon Flook of the indie studio Silver Dollar "The more we felt that Limbo was something, the less we wanted to market it." - Playdead co-founder and Limbo director Arnt Jensen (pictured) "Code Hero is a game that teaches you how to make games from inside the games themselves. It is a first-person shooter that teaches you how to shoot code with a code gun." - Alex Peake, CEO at Code Hero developer Primer Labs "When it comes to jelly vs. pudding -- and believe me, it is a quandary I have spent long nights losing sleep over -- it is ultimately a question of movement. Jelly, and specifically its slightly trademarked cousin Jell-O, has a lively quality of movement that pudding just doesn't have. Pudding just sits there. Even the word 'pudding' has a way of falling dollop-shaped from your mouth." - The Floor is Jelly creator Ian Snyder "Consumers are looking for not only a freemium title, but one that's filled with licensed properties and characters they care about." - EA's SVP of social and mobile games, Bernard Kim, on the publisher's upcoming Simpsons release "The game was completely designed with the Rose Planetarium in mind — at first, we wanted to create a whole rocket launch sequence from Earth, but decided against it, as a crashing space craft could cause people to puke." - Babycastles head Syed Salahuddin on a new game built within a full-scale planetarium "The trick is... to take people into a very casual-seeming experience that then brings them in to tremendous depth." - Daniel James, CEO and designer at Three Rings "I think that there were too many droughts of killer titles [for PSP]. There were too many long droughts, and I think we recognized that. And we've put a serious investment into our long-term PS Vita plans, so there's a lot of stuff in the works." - Sony's Scott Rohde on the North American launch of the PlayStation Vita The complete versions of these in-depth articles, as well as other insightful pieces, are all available in Gamasutra's pages for Exclusive items and Features.

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