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Hello 'Moto

Animoto execs Vinnie Reddy and Mark Currie explain their business plans for PC RTS Apox

GamesIndustry.biz The game development scene in India is still in its infancy - do you see yourselves as trail-blazers, and do you hope to inspire others?
Mark Currie

In India, yes - with any success, there will be followers.

Vinnie Reddy

I think the business model comes down to the fact that a lot of people started out on this side of things as more of a service company. I think in the economic downturn those people have been feeling the heat. What we're trying to do is stay small, make smaller games and keep the budgets small. To make similar games in Europe, it'll cost you a lot of money.

GamesIndustry.biz How will you bring the game to market?
Vinnie Reddy

We've been talking to a few publishers who are based in Germany, and we did the same in the UK too. They're people who have local experience, although they might distribute internationally. We're also talking to a few digital distributors, such as Steam - so different people, with different expertise.

Mark Currie

We're looking at some innovative distribution methods, such as maybe partnering with cable broadband suppliers to provide exclusive content for their customers. Or magazine providers - the original Trash game was released by a popular Polish magazine, and that went really well.

GamesIndustry.biz And was that a games magazine, or a general interest publication?
Mark Currie

It was a games magazine. The full Polish edition was given to everyone who bought the magazine.

GamesIndustry.biz And the magazine publisher then paid for that?
Mark Currie

Yes, they paid for the localisation.

GamesIndustry.biz And do you have plans to support the game on an ongoing basis, with downloadable content, for example? Or will you wait and see how it goes?
Mark Currie

Everything in life is 'wait and see' - but yes, there's a strong multiplayer component which will need balance and content updates.

Vinnie Reddy

Updates via digital distribution is a big part of it, actually, which is why we're looking to work with ISPs - that then become easy.

GamesIndustry.biz So the engine - what made you want to build an engine back when you started?
Mark Currie

Yeah... it's a huge task and it's taken a lot of time. There's over 3000 lines of C++, and it has a lot of nice features. It scales to 32 players, with mission scripting support - it's coded very well, and because there are only a few people working on it, it's very consistent code. I've done contract work at Microsoft and EA and I've seen what code bases look like in these bigger teams... they might have 20 people working on something, and even though they're super-talented, it's rushed and can easily become a mess. We took our time, and it's a pleasure to work on.

GamesIndustry.biz And is it something you can use again in the future, perhaps for other genres? Or could you license it to other companies?
Mark Currie

Absolutely. For a strategy game it's a great idea - it could definitely be used for any sort of RTS-type game. Different engines are good for different things - the Source engine for first-person shooters, for example. Our is good for strategy games.

Vinnie Reddy

There aren't many engines available off-the-shelf for RTS games in fact.

GamesIndustry.biz The RTS genre itself hasn't been so popular with the console era, because on the whole they haven't transferred well yet... but is that a good thing, because the PC installed base is still massive, but the big players are focusing on consoles?
Vinnie Reddy

That's what we thought - the PC could become a place to play for independent developers. You can make a decent game with a decent budget.

Mark Currie

Although there are still big players releasing PC RTS games - Starcraft II is coming out, Company of Heroes sold a couple of million Dollars... there's money to be made.

GamesIndustry.biz Indeed - the RTS genre is pretty mature now, so what's the pressure like to come up with new ideas?
Mark Currie

Well, you have to. For us, we're zooming in a little bit, so there are fewer units and a bit more control over what you can do. And then you can do some things in FPS mode, things like having ammo for your units, or commands. It's fun [smiles]

Vinnie Reddy is CEO and Mark Currie is technical director at Animoto Studios. Interview by Phil Elliott.

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