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thatgamecompany's Kellee Santiago

The co-founder of the flOw developer on the firm's origins and the importance of new ideas

GamesIndustry.biz It's that kind of experience that can't really be taught - and part of the beauty of the games business is that no two companies seem to do it quite the same way. How did it feel when flOw started to really make an impact around the world?
Kellee Santiago

Well, we iterated and playtested and were very happy with the game that we shipped - but you're never sure if the world at large is going to be into your game. When flOw was fairly well reviewed and then became one of the top-downloaded games of 2007 that was incredible. The best word for it is that it was validating - it validated our process, our mission, all of the blood, sweat and tears that we put into the game.

GamesIndustry.biz There's been a lot of support for the game - and there seems to be a general feeling that people are pleased that the industry is able to foster genuinely new concepts. But what are your thoughts on the progress of emotion in games? Lots of people have tried it, but it's been a bit hit-and-miss - at the moment you occupy a nice niche.
Kellee Santiago

We're probably one of the few game companies that say we want people to copy us, because we don't want what we do to be niche - we want it to be something that every publisher and developer is exploring, new ways to communicate through videogames.

GamesIndustry.biz But do people really know how to do that kind of stuff? They know how to make shooters and driving games... I guess that's the beauty of pioneering.
Kellee Santiago

You're using a lot of flattering vocabulary - it's really wonderful. I guess part of it is the talent, and having a team of people who are dedicated to communicating a new emotion, to trying new things, to figuring out better ways to make games.

I think something that I hope to see grow in the upcoming years of our industry is the ability to spot that kind of talent, and recognise it.

The other component of this style of game development is that it's really hard - and continues to be really hard. Friends in the development community, when we're sometimes venting to each other, are surprised about the frustrations we're having on the team or with Sony... because flOw did so well, and Flower did even better, and people think we should be trusted.

But it doesn't stop being difficult to look into the face of your game that you're trying to make, when it's around the feeling of being in a giant field of flowers, and telling your publisher that you don't know what the game is going to be, what you're going to do in it - but that we'll figure it out.

Similarly on our own team, it's only been very recently that we've been able to really accept a certain level of anxiety as being a part of what we've signed up for - and being able to have some joy in that. To trust ourselves and each other that we'll get to the other side, and it'll be worth it.

GamesIndustry.biz Are the kinds of games you're making easier to create with a smaller team? Will you look to grow the headcount?
Kellee Santiago

I don't anticipate that our team, in a single project, would grow much more than it is now. We have about 10-15 people if we were to bring some of the contractors in house. There's definitely an element of our process that's rooted in rapid iteration, and it's very difficult to do that with people outside of the office.

Right now that's been a real grounding aspect of our team size - we really rely on a lot of iteration and polishing which requires people in almost the same room with each other, and very tight communication loops.

Kellee Santiago is co-founder of thatgamecompany. Interview by Phil Elliott.

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