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Interviews
JA – Biggest headache in creating your game?
It’s difficult accomplishing a giant project like Alida on your own – usually an established development company will have project management people running the whole thing to ensure the project is completed by the delivery date. The hardest thing was keeping on track, keeping to my own deadlines. It was also hard at times keeping positive about the whole project.
Wait – did you mean a And worst of all, I’m not even pleased with the garden. Needless to say, our next game is taking place on a desert.
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Steve Ince – Fitting the development work around the other things I need to do to make some money.
Jonathan Boakes – Migraines? Or brain tumors? Or, losing lots of work (whole projects) in freaky urban electrical storms. That resulted in some headaches, and hard work. Long hours made our eyes bleed. Literally.
Tamás Marosi Z. (Pierrot) – Time, money, and then time and money again. And some more time, and of course money.
Mikael & Eleen Nyqvist – Having to go back to the drawing board when a complicated puzzle doesn’t work.
Agustin
Chris
Bryan
Gey & Silvio Savarese – Well, definitely tuning and testing the game. This is a very boring (but important!) step. We have to play the game all over again hundred of times to tune up every single aspect of it…
Michael
Keith Nemitz – All of the writing! Story and dialog destroyed my naive development schedule.