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Feature: 'Road To The IGF: Jake Grandchamp (Dodge That Anvil!)'

Today's final Gamasutra feature includes an interview with a 2006 Independent Games Festival finalist. In this latest interview piece, we chat to Jake Grandchamp from Rab...

Simon Carless, Blogger

January 30, 2006

1 Min Read

Today's final Gamasutra feature includes an interview with a 2006 Independent Games Festival finalist. In this latest interview piece, we chat to Jake Grandchamp from Rabidlab, Los Angeles-based developer of Shockwave action title Dodge That Anvil!, which is a finalist in the Best Web Game category. When asked of the dumbest and most inspired moments during the development of Dodge That Anvil!, Grandchamp suggests: "Dumbest thing: Conceiving a 3D platform action title with novel, physics-enhanced gameplay for my one-man company's very first commercial project. It's been fun and rewarding, but certainly not the easiest way to get a business rolling. Smartest thing: Using an authoring tool to expedite development, in this case the excellent Macromedia Director/Shockwave package. Director provides a solid, cross-platform 3D engine, Havok physics, and a widely deployed web plugin. As described above, experimenting with this toolset provided the inspiration for the basic game design." You can read the full Gamasutra feature on the subject, including more information on the development of this extremely fun web browser-based title (no registration required, please feel free to link to the article from external websites).

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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