Interview: Differentpixel

As you can see, a smaller project can be viewed as the start of something big.

By canana, Posted 28 Oct 2010

First of all, I would like to thank you the chance of giving us this interview. As you live in a small country (Portugal) and without traditions regarding videogames, it's always a good thing for our members to get you know better. Differentpixel is an indie game studio formed by one programmer, David Amador and one designer, Rita Silva. They are the people behind a puzzle game called Vizati, released for the PC and iPhone. I, carring the NoobFeed name had the opportunity to interview a truly fantastic and ambitious team.

Marco - I would start this interview with a small and simple question. Different Pixel - How did it all started?

Differentpixel - Differentpixel began as a Web Design project . We made websites, multimedia presentations, 3D, trying to combine art and programming. Earlier this year we decided to try to plunge into the world of videogames.

Marco - About the game Vizati what is the receptivity of your product, both domestically and internationally?

Differentpixel - Reaching a vast market is always tricky in such a short time if you can make an impact. However, the short time that the game is on sale, we can say we have had positive reviews, and much support and feedback from many people, especially internationally. Unfortunately, at the national level, there is so much demand/support, not much curiosity from people about the development of this project. This may also be a lack of such industries in Portugal and also the taste of the Portuguese gamers that prefers to play and buy other games.

Marco - Do you intend to develop on other platforms, besides the iPhone and PC?

Differentpixel - This game was first released for PC (Windows), then only for the iPhone. The game also is already running for Windows Phone 7 and with a version made specifically for iPod. At the moment, these are the only platforms that we intend to commercialize.

Differentpixel, Vizati, Interview, David Amador, Rita Silva, PC, iOS

Marco - How far goes your love for videogames? Do you make some sacrifices when they're working on any project?

Differentpixel - Generally speaking most projects we do always end up with some sacrifices, especially this type of project in a country where the gaming industry is somewhat limited. To end up Vizati it took a lot of effort and many sleepless nights to achieve the level wanted and deadlines. If it wasn't to set a deadline, with time things would eventually drag, eventually fall into oblivion and die. This is the hardest part when it begins to taste and half the way with stress and lack of time for availability of other work makes us think of giving up and thinking if it's really worth the effort. I think our love for videogames go so far as to work on projects often at all hours that are possible, giving up the well deserved rest from work one day and even weekends. I've Always wanted to work in this industry and as we possibly can physically and monetarily  we will try to keep it up.

Marco - What is the average time needed to develop a game?

Differentpixel - This will depend on the type of game, the number of people involved and the time available. To illustrate a few more, Vizati was developed for five different platforms in about 6 months for 2 people. It's a simple game but it implies too much work.

Differentpixel, Vizati, Interview, David Amador, Rita Silva, PC, iOS

Marco - Picture this scenario, the game is ready but for some reason there are elements of your team who do not agree with some parameters. What to do?

Differentpixel - At this moment our team consists of fewer elements, so there is such a complicated situation, because all steps are taken, are discussed and reached agreement before and during its execution. Depending on the end result it may or may not exist some elements to change, but by unanimous decision. Normally, before we begin to develop a game whenever an idea arises, then try to structure it, we create an architecture for the game, planning and time management, in which the whole process many things eventually change. But if it ever happened would happen before the game has been done, because all the team agree on steps to be discussed. However, when it finds a match, there are always things you can improve, but this will depend on the importance of the parameters to be changed or improved.

Marco - Probably you all have other jobs not related to the videogame industry, you would like to one day work at full time?

Differentpixel - Working in this business at full-time would be a situation to ponder. Such projects are always more complicated than providing services. In the case of a Web design company can produce and ask for funds from there. In the case of games just after a few months is that you can see some money. In Portugal there is no capital for this type of business or investment, if we ask the bank for a loan they do not have a baseline to know how profitable or not would be the business. Right now we producing and working in games in free time, if ever opportunities arise, oh yes, we'll see.

As you can see, a smaller project can be viewed as the start of something big...

Marco Cecilio, NoobFeed


comments powered by Disqus

  • Pretty cool interview... great to get a more indepth look into how indie developers actually function and work behind the scenes.

    Posted Oct 28, 2010

  • Yes nice Interview. its always good to hear from indie developers. some of these guys would do great forming a bigger company and making more bigger games.

    Posted Oct 28, 2010
  • avatar RON

    I worked for a similar company for few years like Differentpixel. We wanted to get into making apps and iPhone games but budget was always a big issue. Because development firms always runs on tight deadlines and limited resources. So what Differentpixel has done is pretty impressive, specially from when there’s lacks of investors. But it had to start from somewhere like how David said in the end. Nice interview.

    Posted Oct 29, 2010

  • Nice interview. I had no idea about these type of game.

    Posted Oct 29, 2010

  • These interviews with indie developers are great.

    Posted Nov 04, 2010

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Publisher(s): NoobFeed
Developer(s): NoobFeed Editors
Genres: Artcile
Themes: Feature, Editorial, Interviews, Opinion Pieces
Release Date: 2009-02-14

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