Interview
with Thomas Kuriakose, Founder and Sole Game Developer, Atman Software
(05
March 2008 07:00 pm)
Atman
Software, an independent Indian game developer recently unveiled
io for the PC and the Mac, a 3D side-scroller game with contemporary
graphics and game-play technology. io is priced at $13 and is available
for sale online now, as a digital download at the Atman Software
website (www.atmansoftware.com).
io‘s
gameplay is a throwback to the classic arcade games but packaged
under contemporary graphics and gameplay technology. A short game
with multiple weapons, night and thermal vision cameras and various
robotic bots to dismember, io is not something that you will be
beating soon.
Atman
software is an independent game developer based in Bangalore India,
founded by Thomas Kuriakose, who also serves as the sole developer
at Atman Software. Atman Software is currently self-funded and is
looking to expand.
Thomas
has been secretively working on the project since the last six years.
In an exclusive interview for AnimationXpress.com, Thomas
Kuriakose speaks to Asmita
Bharrati
regarding his initiative, launch and plans…
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Please
share about io. io
is powered by Atman software‘s proprietary game engine that supports
true 3D rendering with real-time lighting and shadows, programmable
shaders, skeletal animation, particle effects, collision detection
and artificial intelligence. io is available for Windows and as
a Universal Binary for the Mac. A playable demo is available on
the Atman Software website.
Why
is it called independent effort?
io represents one man‘s effort in developing a computer game with
contemporary technology, in India. Except for io‘s soundtrack, everything
else including the 3D engine, characters, models, animations, textures
and artificial intelligence was completely developed in-house at
Atman Software. For all it‘s worth, io is a marvelous achievement
for Atman Software.
How
did you get into gaming? I am not as much a gamer as I am a game developer. As a kid,
I loved computer games and computers. By the time I was 12, I knew
I wanted to write computer games, not for the rest of my life or
anything but to be able to simply do that.
Why
did you plan to do it single-handedly? I never planned to do it single-handedly either. After developing
my previous game called "The Rubik's Cube" I wanted to
go into commercial game development, and I had planned to hire affordable
and bankable talent. And I did hire quite a few over the years,
but working with them was getting difficult, so I decided to do
it myself.
Image
of the Game 'io'
Please
give an insight into your career background. After graduating with B.Sc Computer Science (second class) in
1999, I started Atman Software. I took up various jobs from medical
transcription, to Citiphone customer support to customer sales representative
to keep Atman alive. Finally I quit taking up jobs in 2004 to finish
io. I am also self taught in the field of programming and computer
game development.
How
was the production process of the games? While working on io, I was constantly adding new technology
to the mix. And the development process was mostly chaotic since
I had never written a game of io’s stature before. Now that I have
successfully completed io, this is how I would go about making my
next game.
Design
the entire game on paper, which would include the gameplay, plot,
visuals, characters, audio and all such things that you would like
to see in the game. Take as much time as you want with this. If
it doesn’t sound fun at this stage, chances are it won’t be fun
when it’s done.
Once
it’s done on paper, put together the technology and tools that would
turn the game-in-theory to a polished final product.
Now
comes gameplay testing. Once the technology and tools exist, go
ahead and create the maps, props, characters etc. At this stage
nothing is textured or detailed or made to look beautiful, this
is merely play-testing how fun the game is.
Once
you identify what is fun and what is not in your tests and are satisfied
with the results, you can now work on your models in detail and
start texturing them and making things look beautiful.
What
are the technologies used? With io, I have used OpenGL for rendering, Cg for shaders, OpenAL
for audio, DirectInput for input on Windows and Carbon on the Mac.
The content creation tools I have used include 3DStudio Max and
Photoshop. The programming tools used would be MSVC++, Glowcode,
gDebugger and XCode.
What
is the style of animation in the games? In io, all animations were hand-animated as opposed to motion
captured animation.
What
is the plan for distribution and marketing? There really is no plan for marketing. I would love to hear
from a distributor though. If a distributor is interested in io,
they can contact me and we can work out something.
What
are the revenue targets? Revenue targets..what’s that? But seriously, I do understand
that money is important; but I am young and I would like to focus
my energies on getting better at making games and creating a good
product.
How
much has been invested in the whole process? Keeping in mind a game like io, I would say the monetary investment
has been quite a lot for a single person and peanuts for a standard
game development company.
What
are your future plans? Make more games. Grow bigger in terms of being an industry player.
Hire some of the best talent in the country. But basically make
great games.
Concluding
note… I
would like to thank my mom, family and friends for all the support
and understanding over the years.
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