User comment history
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| News Comments > Limbo of the Lost/Oblivion Follow-up |
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| 27. |
Re: We are shocked, SHOCKED I TELL YOU! |
Jun 12, 2008, 03:16 |
STooGE$$$$ VTNT |
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More great finds!
Interviews with Steve Bovis http://www.justadventure.com/Interviews/Limbo/SteveBovis.shtm http://www.quandaryland.com/jsp/dispArticle.jsp?index=795
Following quote from JA interview:
Tim Croucher (UK) - Researcher and assistant vocalist, game designer/playtester.
I met Tim right at the beginning of the project, we were both adventure game fans and decided to make an adventure game of our own – Limbo of the Lost was born.
Laurence Francis (UK) – Puzzles, Lead vocalist and assistant game designer/Musician.
Laurence joined the team when we were starting the Amiga version and has been a strong member ever since. Laurence is the voice of the main character – Benjamin Spooner Briggs as well as other characters in LIMBO.
Marko "Gravehill" Hautamäki (Germany) – Level-Atmosphere Musician.
I got to know Marko from a forum I was on and he was looking to work on a game project. I heard some of his work and was suitably impressed. To date he has done more than 13 musical pieces for the game. Marko is the newest team member.
Lisa Highsted (UK) – Contracts and Support
Lisa sorts out contract negotiations / publishers, she joined the team on the PC version of the game. She also play-tests and reviews content on a regular basis.
Heather Banks (UK) – Playtester & Support
Heather helps out on playtesting the game, general development feedback and development support. She too joined the team on the PC version
Myself - Steve Bovis (UK) - Creative/Project Director
That then leaves me, my job is to put the game together and create all the visuals, coding, sounds, models, marketing and basically make the game flow and work. As well as manage and try to motivate the team. A job that is hard enough at the best of times! |
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| News Comments > BioShock Widescreen Woes |
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| 60. |
No subject |
Aug 22, 2007, 03:12 |
STooGE$$$$ VTNT |
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I believe 100% in supporting production systems; I deal with this stuff everyday in software development and if something is broke, you gotta fix it at the drop of a hat. However, I think that this consumer market of games does not follow the exact software lifecycles that are necessary in production systems. Yes, the developers could work another week and it wouldn't kill them. Yet, we could wait another week and it wouldn't kill us.
Fixing issues is a must and timeliness is key to maintaining good customer perception and relation. This mentality is still applicable. But, as with all robust consumer/producer relations, we should be a little flexible too.
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| News Comments > Ships Ahoy - Half-Life 2 |
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| 144. |
Re: No subject |
Nov 16, 2004, 15:11 |
STooGE$$$$ VTNT |
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He's (She's) somewhat right.........although his statement is going in the right direction it just doesn't get there.......(and a class system is entirely out of place; that's discrimination)......
If you really want to make that argument, you need to include Adventure games jackass.......REAL substance not opposed to the faux components of FPSs and RPGs.......
Although I just bashed HL2 and Vampire, I still love them.......
I unlocked HL2 at 12:22AM and it sure is damn awesome.....
And I have the highest hopes for Vampire..........
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