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Industy Interviews
Faces Behind the Games Interviews
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by Jade
Dragon
Have you
ever wondered about who the people are behind the games you love?
What they look like? What they eat? Well, I came up with 5 questions
for my five-minute interview with the leaders of popular game software
companies. We will feature one Chief each week. And I've also got
a photo of each Chief I've interviewed, so that you can see what
they look like. As for what they eat, that's highly classified information.
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After playing the addictive
and fun game Monsta, I was wondering
who developed it and what other games they plan to bring us. So
I interviewed Nemanja Bondzulic, the lead developer of Monsta. At
PDA Buyer's Guide, we call him "Bondz, Nem Bondz". He
gave us some insight on how he got started in PDA game development
and what was involved in making Monsta. One thing I'm not allowed
to mention is how he likes his martini . |
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Jade Dragon: Tell
us how you got into making games for PDAs.
Nemanja Bondzulic:
After I got my first PDA, Handspring’s Visor Platinum, I started
to investigate various fields where PDAs could be used. I started
testing different kinds of software including games. After some
time I have realized that the quality of games available for PalmOS
handhalds, at that time, was in most cases very poor. Of course,
there were several exceptions! Most games you could find were typical
examples of coders’ games: programmer did all the job on the
game and visual aspect of such games was almost always the last
thing he cares about. I always wanted to write games and PalmOS
games looked like a good opportunity for that, as they don’t
require big teams and investments like games for today’s modern
desktop and console systems do. Several friends of mine, who are
very talented and skilled graphicians, and I decided to make our
first game for PalmOS handhelds. The rest is future ;) |

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Jade Dragon: A
game usually reflects the team that creates it. Monsta is a fun, challenging
game with great looking graphics. Does it in some ways reflect your team?
Nemanja Bondzulic:
Of course, we all look great and we are fun. Just joking ;)
There is at least one common thing for all of us in iNDUSTRY
Entertainment and that is that all of us are involved in computer demo
scene. It’s very fun and challenging place where people, mostly
organized in groups, are making various forms of audio/visually attractive
"presentations" called demos and intros (limited to 64KB), both
representing a unique combination of programming techniques and skills
in graphics and sound making. One of main points of every demo or intro
is to get out the most of the machine it is running on. We have experience
in making demos for different platforms like C64, Amiga, Atari, GBC/GBA,
PC, even on Palm ("2 my Jazz" is our demo for Palm, can be found
on www.indus3.org),
so we have a good knowledge base for making games on systems like PalmOS
because of their limited resources.
Jade Dragon: There
are so many different monsters. How did you come up with these monster
models?
Nemanja Bondzulic: We
all had some ideas about different monsters, some were realized, some
not. Basically, there are several monster types with unique AI and the
way they act. But again, there are several subtypes of each monster type,
thus making some additional features to these types.
Some interesting monsters came from my girlfriend’s
mind. Her name is Jasna and she helped us with some cool ideas about monstas.
Most interesting monster for me is Blob and that one was also her idea.
Blob is the one who is divided into two small monsters after you shoot
him, then those small monsters are trying to run away from Joe until they
grow up when they start to attack again.
Jade Dragon: What
kind of response have you gotten from game players and what influence
does user feedback have on your development?
Nemanja Bondzulic:
We have received very positive response from MONSTA players. Although
there were some people who don't like this kind of games, turn based strategies.
But simply you can't please all the people. :)
Feedback we are getting from our users has big influence
on our development. For example, after we got several requests from our
registered users we decided to add saving/loading level feature and censored
mode into MONSTA. We will continue to listen to the voice of our users
as their proposals can make our games only better.
Jade Dragon: Can
you give us a sneak peak at games on your drawing board or in development?
Nemanja Bondzulic: All
I can say now is that we will make a remake of one game that was very
popular in its time and it is still for some older gamers, I suppose.
You can also expect some smaller games from us in months ahead.
Jade Dragon: Aside
from Monsta, what are your all time favorite games?
Nemanja Bondzulic: The
game I was playing very much for last two years or more with my friends
is ISS Pro 2 (this game is also called Winning Eleven on Japanese market).
It is an awesome football (soccer) game for PSX. I also like driving simulations
and lately I've been playing a lot Grand Prix 4 and Colin McRae Rally
2 on PC. There are a lot others games I like, here's a short list of those
I can remember: Slicks (C64), Enforcer (C64), Creatures (C64), Sensible
Soccer (Amiga), Golden Axe (Arcade machine)...

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