協力:国際ゲーム開発者協会日本(IGDA日本)
センス・オブ・ワンダーナイト2016
Line Wobbler
Robin Baumgarten 〔英国〕
- 1: ゲーム制作に携わることになった経緯はどうだったのでしょうか
- I have been making mobile games and small pc games for several years before starting to experiment with experimental controllers and hardware games. I've also done some academic research on Artificial Intelligence and Player Behaviour Modelling.
- 2: SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?
- Initial prototype: 48 hours. Further development: 6 months. Fine tuning: Still ongoing (2 years+)
- 3: どうやってゲームのアイディアを思いついたのですか?
- The concept was developed in a Game Jam (Exile Game Jam Denmark 2014). There were two ideas – one for the spring, the inspiration came from a cat video (https://www.youtube.com/watch?v=4aTagDSnclk), the other for the LED strip, which we found in a hardware box brought by the game jam organizers
- 4: どの開発ツールを使いましたか?
- Arduino IDE + Sublime Text Editor, Soldering Iron, Screw Driver, Super Glue, 3D Printer, Laser Cutter
- 5: 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?
- This is the first one-dimensional game I've ever worked on. It's also the first game involving an accelerometer. It is also the only hardware game that I've taken beyond prototype stage.
- 6: ゲーム開発者としての今の目標は何ですか?
- Surprise the player with previously thought impossible interactions and unusual gameplay mechanics. I also want to inspire other game developers to be more experimental and explore new ways of making games, especially by combining software and custom hardware.
- 7: SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。
- SOWN is a great opportunity to show your most experimental game concepts that are not necessarily commercially viable, but instead encourage fellow developers to experiment more and think outside the norm.