We had the pleasure of getting a interview from Ben Lee, who is the Co-founder and managing director of Blowfish Studios.
What inspired you make this game?
Growing up I used to play a lot of the construction kit type games and I think it was a great introduction to game development. They let you concentrate on making fun experiences while still being able to make custom gameplay by learning how to mix the various preset elements together.
Later on in life games like Quake, Half Life, Unreal Tournament, GoldenEye and Time Splitters provided a lot of nights of fun playing together with friends. I never used their map editors, but enjoyed playing other peoples creations.
Gunscape is a mix of these that lets players easily create, share and play user built FPS maps. To me the ease of use of Gunscape is what it’s all about, that and the insane amount of fun to be had in-game!
While developing the game, what was the hardest issue(s) that you came across?
The game took a lot longer to develop than we hoped, so keeping up the motivation of the team for over 2 years was pretty difficult. The issues that led to the longer development were related to getting a game that has online multiplayer and user generated content approved for Xbox One and PlayStation 4. Let’s just say we chose the hardest game as our first title to publish on consoles!
What was your "best moment" during development?
Getting the first successful certification for Gunscape on the Xbox One was a big high-five moment!
Were you able to incorporate all of the ideas that were proposed?
No we weren’t able to get them all in, we ended up cutting a fair bit to make sure we could actually launch the game.
If the answer to the previous question is no, would you add those other ideas through DLC or make a possible sequel?
Yes, the plan is to add some features in free updates and also some would come through in paid DLC. I’m not sure we’d do a sequel as we’d prefer to keep the original Gunscape growing with the community.
Can you provide any insight into your next title?
Our next title is Siegecraft Commander and that is due around the middle of the year. We actually had both games in simultaneous development, although we concentrated on Gunscape first to get it finished.
Siegecraft Commander is going back to our strategy roots and attempting to bring a deep strategy game to consoles. To do this it uses a different type of gameplay and player control that suits gamepads. We’ve had lots of great feedback on it at game shows from all variety of people, so we think we have another game that people will love!
Any special advice for the fans playing Gunscape. Something like a special gameplay tactic or a hidden gem?
There is a ton of fun experimenting with the different weapons and using them to beat gravity in the game! The physics interaction with weapon recoil and explosions is all on purpose.
How do you like the Xbox One, PlayStation 4, PC, Mac and Linux as a platform for game development?
They are all awesome! Each one has it’s own niggles and challenges, but releasing a game on any of them is a big achievement. Of course if we didn’t have Unity 3D to use it would be a hundred times harder. Big props to Unity!
Any advice for people starting out with game development?
Most importantly have fun! Second to that - stick to your vision, work hard and use Unity :)