Interview

Virgin Media 100 Day Game Project winners on the trials of Dundee development

Surface Tension on Super-Fluid's super run

Virgin Media 100 Day Game Project winners on the trials of Dundee development
Having won Virgin Media's 100 Day Game Project competition back in June, student outfit Surface Tension has just spent the last few months honing their game up at Abertay University in Dundee.

The end result is Super-Fluid – the outfit's debut iOS and Android release, hitting app stores as we speak.

But how did Surface Tension reach this point? And how did those days in Dundee – and a showcase at the Eurogamer Expo for good measure – shape the game during the development process?

We caught up with two members of the four-strong Surface Tension team - Dan Scott and Joe Le Grice – for the inside info on developing a game in 100 days.

Pocket Gamer: How did you hear about Virgin Media's 100 Day Game Project?

Dan Scott: Through applying to Dare To Be Digital. It was suggested to us as we intended to make Super-Fluid for Dare To Be Digital.

We changed the design, and got into the competition.

Obviously your game Super-Fluid came out on top, but did you have a chance to see any of the other titles when you submitted your own concept?

DS: Nope, still don't know what any of the other concepts were.

Joe Le Grice: We did have a look around for the other entries but to no avail. It would have been nice to see what they came up with!

How was working in Dundee during the 100 days? Did it change your perception of the process games go through during development?

DS:Working in Dundee for 100 days was great, the work environment at Abertay University is amazing.

JG: Abertay University felt like the perfect place to develop - we received a lot of help and advice, and we learned a lot about game development.

I guess one of the biggest learning points was how to get useful feedback from playtesting.



DS: There weren't really any parts of the development process that I was didn't expect.

However, there were a lot of design decisions made mid development that affected the gameplay and visuals in ways I would have never expected at the beginning of development.

What kind of feedback did you get from the Eurogamer Expo?

DS: We had an unexpected amount of positive feedback at Eurogamer Expo; we even had a few fans that couldn't put the game down. The most surreal moment was signing Super-Fluid t-shirts for fans.

JG: People really liked the core ideas of the game, but some found it hard to fully grasp them.

Also, a competitive maze level we included in Eurogamer proved much more popular than anticipated!

How much did that feedback impact on how Super-Fluid developed? Indeed, how different is the end project to what you originally set out to do?

DS: The expo for me was one of the most important play testing sessions of the project, it has brought up a few areas of which we would like to look at improving in the near future.

An unexpected development of Super-Fluid was that maze level, thrown together right before the expo. It received a lot of positive review, players even playing it as if it was a racing game.

JG: We decided to include the maze in the version submitted the App Store. Maybe we can extend it with social network connections soon!

What have you learned about the four of you as a team working together over the 100 days?

DS: Stressful development periods can become interesting on a social level.


Left-to-right, Guy Cass, Joe Le Grice, Dan Scott and David Pearson

JG: I think all of us found strengths and weaknesses within ourselves and each other. We learned more about our capabilities and ambitions and ultimately we learned how to work well together.

What's next for Surface Tension?

DS: The team is heading down to Brighton for an internship at Relentless Software. We are all seeking valuable development experience.

JG: Well we will all stay in contact I'm sure. If we have an idea I would love to be involved.
Thanks to Dan and Joe for their time.

You can read more about Surface Tension's experiences on Virgin Media's blog, or download Super-Fluid for free from the App Store and Google Play.

With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font.