Today’s developer Q&A is with Imran Shafiq of Dangling Concepts.
1. How many people were on your team to make Air Soccer Fever and Tank Arena? Was it all you?
I currently work alone. This is a part time endeavor for me right now. But I sure would love to make it a full time thing
2. Will you contract out any of the work for future projects to part-time or temp workers?
I do contract out for music and art work. But I am definitely looking to collaborate with a team and find the right part-time/temp workers.
Following the previous post with Brent Fox of NinjaBee, here’s the next developer Q&A.
We now have Jamie Fristrom of Happion Labs, developer of Sixty Second Shooter Prime, which was recently released on Xbox One.
1. How many people were on your team to make Sixty Second Shooter?
Two coders working somewhere between part-and-full time and one sound person working part-time.
2. Do you contract out any of the work to part-time or temp workers?
Yes – paying with rev share.
It’s been a while since I’ve published a developer Q&A, so I’ve decided to reach out to developers who are publishing their games on Microsoft platforms.
First up: we have Brent Fox of NinjaBee (a division of Wahoo Studios), developer of Nutjitsu, the second ID@Xbox game released on Xbox One.
1. How many people were on your team to make Nutjitsu?
The core team was made up of a programmer, designer and an artist. We also had a Project manager working on Nutjitsu (who was also working on other projects at the same time). We had a handful of other people help out when they had time. In the end a larger group all contributed.
To celebrate Independence Day, we’re talking to an Independent developer who’s building an unofficial Facebook app for Windows 8/RT to counter Steve Ballmer’s announcement of an official Facebook app. Let the downloads begin!
Q: Hi Ritesh, welcome to WakeUpAndCode.com! As I asked another developer in my first Q&A, do you wake up and code every morning?
A: I wish I could wake up before 10 AM. I am a night person. I like working at night until 2-3 AM. It has become a kind of habit for me to work until late night. Nighttime gives me more focus and no distractions.
UPDATE, Mon May 6, 2013:
- Now that the funding goal of $150k has been reached over the weekend, tell us about your expectations (and your plans) for the rest of this week.
> We’re going to start focusing on trying to reach some of our Stretch Goals so we can give our fans the deepest and most fulfilling experience we can. Hopefully we’ll manage to get a little rest now too 😉
- Care to elaborate a little about those stretch goals?
> Yea, sure! With the lower tiers we’ll be unlocking some nice little add-ons like extended soundtracks and Achievements. As we move up higher on the ladder we get to more content rich goals like Crafting, and new game modes like Arena and Roguelike. We also have some purely cosmetic goals like Gender Swap, as well as functional things like professional language translations. We’re hoping to be able to achieve all these things for the final game regardless of money raised, but hope to guarantee them by reaching the goals!
See the original Q&A below:
In this week’s post, we’re talking with fellow XNA developer James Petruzzi of Discord Games. James is responsible for the multiplayer action title Take Arms on Xbox 360, followed by labyrinth puzzler 48 Chambers. Up next is Chasm, a 2D Action-RPG Platformer, aimed at PC, Mac and Linux.
- Welcome to WakeUpAndCode.com, James! Do you… umm… wake up and start coding every morning?
– I wish! It was like that for a while, and was amazing. Since GDC though,
it’s been pretty much full-time on marketing, promotion, and keeping things
running smoothly. Hopefully we’ll get back to coding soon!