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Collaboration is rewarding, but can also be a challenge, say indies and artists

"It was interesting to me, in our final hours, which things were easy to add in Unity and which things were difficult to add to the game." - Steve Manale, artist, We're No Angels

August 3, 2012

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"It was interesting to me, in our final hours, which things were easy to add in Unity and which things were difficult to add to the game."

- Steve Manale, We're No Angels That's Manale speaking to Gamasutra in a new feature about Comics vs. Games, a collaboration between indie developers and comic artists sponsored by Toronto's TIFF Nexus. In it, developers like Farbs (Captain Forever) and Christine Love (Analogue: A Hate Story) were paired with comic artists such as Manale. While the pairs saw the collaborations as fruitful, their lack of experience collaborating with developers in other media was a bit jarring. Just as Manale was surprised by what was difficult about developing a game, Love -- who usually works alone -- was a bit spooked by working with Kyla Vanderklugt on The Mysterious Aphroditus. "It was really weird and a little bit scary just trusting that to Kyla's hands," Love said. "She absolutely delivered, but usually the first thing I do is start with the design work and move from there, so it was just a totally different experience for me." The full feature, which details the games that arose from these collaborations and has observations from all 10 artists and developers involved, is live now on Gamasutra.

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