This month, for 2O2P Magazine, I was given the opportunity to talk with the folks at LargeAnimal about their "casual gamer" development business.
Large Animal was founded in January of 2001 by partners Josh Welber and Wade Tinney, both graduates of the MFA program in interactive design at Parsons School of Design in New York City. Since then, Josh and Wade have been lucky enough to build a team of incredibly talented and hard-working artists, programmers, musicians and producers. With this team, we've made games of all types; puzzle games, celebrity name games, role-playing games, action games and word games. In the fall of 2006, Large Animal will release our 50th game!
Large Animal has produced many great arcade style games such as RocketBowl, Bricktopia, and alphaQUEUE. They’re games are great for parents on the go, arcade fans, and puzzle solving fanatics.
Feature creep is a beast that must be battled continuously and never truly dies. Informally, we all take turns playing the role of “creep cop”.
Large Animal was founded in January of 2001 by partners Josh Welber and Wade Tinney, both graduates of the MFA program in interactive design at Parsons School of Design in New York City. Since then, Josh and Wade have been lucky enough to build a team of incredibly talented and hard-working artists, programmers, musicians and producers. With this team, we've made games of all types; puzzle games, celebrity name games, role-playing games, action games and word games. In the fall of 2006, Large Animal will release our 50th game!
Large Animal has produced many great arcade style games such as RocketBowl, Bricktopia, and alphaQUEUE. They’re games are great for parents on the go, arcade fans, and puzzle solving fanatics.
Where did the company name “Large Animal” come from?
Well, we were initially called Game Kitchen, but then found out that there was a game company in the UK with an almost identical name. We decided to bite the bullet and change our name, to avoid potential confusion down the road. We wanted something memorable that would spark the imagination and that had an available web address. It’s incredibly difficult to find simple web addresses that aren’t already spoken for these days. After going through literally hundreds of possible names, we settled on Large Animal and never looked back.How many people does Large Animal currently employ for game development?
We have 10 people on our team.What type of atmosphere is Large Animal? T-Shirts and shorts, or business casual?
T-shirts and shorts, and ever since we got new wall-to-wall carpeting…slippers!Is the Large Animal team more of a family or just a tight knit coordinated team?
A touch of both, I’d say. We’re not quite as close as say, my family, but we’re certainly more coordinated!What occurred in your youth that made you decide “I want to make games when I grow up”?
Actually, I wanted to be a chef when I was younger. I played games, but I think it simply never occurred to me that one could have the job of making them. It wasn’t until I was in graduate school that I realized that it was what I wanted to do. I studied interactive design and realized that games were the most challenging and interesting design problems. Plus, the response that your work gets from users is FAR more rewarding than if I were making corporate websites or something.Do you believe being based out of New York gives you any advantages or disadvantages? Do you work with clients locally or is most of your work over the Internet?
As far as I’m concerned, easy access to a wide variety of quality ethnic cuisine is always an advantage. There are also several very good art schools in the city, and a few good technology programs. The game development community is very small, but I see that as a good thing. Disadvantages? Expensive as hell. We don’t do much work-for-hire these days. It used to be our bread and butter, but now we work primarily on self-funded or publisher-funded titles. So far, most of our publishing partners haven’t been in NYC, but it’s never posed a problem.Your webpage says to contact you about “custom game development” – can you explain to me what that means? You guys build games “on demand” for clients?
Hmmm…that means we need to update our website! We used to make lots of flash and shockwave games for clients, but as of about two years ago, we’re almost entirely focused on downloadable games that are sold to consumers. These titles are typically deeper than the client work we used to do and they also give us more creative freedom. Occasionally we’ll still do a small client game, but usually we turn that sort of work down.What struggles do you face as an Independent game developer when creating new games for the public? Funding, team size, marketing, etc?
All of the above. I think all the struggles boil down to cash flow and resource management (kind of like an RTS!). Game development is a risky creative process; it’s not something you can plan out completely and predictably in advance. You simply have to iterate to some extent in order to get it right. So we’ve had to learn how to plan in a way that accounts for this variance.Being a small company, do you find yourself working longer hours to compensate for a smaller team compared to big firms like EA, Rockstar Games, Microsoft, and the like?
As far as I can tell, we actually work more reasonable hours than the folks at those companies. Our team typically works like a nine hour day on average. My partner Josh and I will work longer hours, but that’s because we own the business.Certain games that you develop are also available on the Macintosh, why aren’t all the games available on the Macintosh?
We’re working on it. We’ve ported over a few of our titles that were created with Macromedia Director, since that was an easy conversion. We’re now in the process of bringing over our C++ games, but that is a more costly project. Our goal is to have Mac versions of all of our titles by the end of the summer. In the meantime, I encourage all the Mac gamers out there to download Bootcamp!Do you have any games on the Xbox 360 Marketplace, or plans to produce games for the Xbox 360 Marketplace?
We don’t have any games there now, but we’re working on a deal right now to bring one of more popular titles to that platform. The game will have a bunch of great new multiplayer modes, so we’re pretty excited.You have e-card games, web games, and downloadable games. Which “platforms” do you find have the most success and offer the most business?
Downloadable games without a doubt. We see the ecard games as a way to encourage our customers to tell their friends about us. They also are a fun way for us to quickly try out a focused game mechanic. The other web games are intended to give players a small taste of what the downloadable version has to offer. We are currently working on a relaunch of our site which will offer much more in the way of community features and at that point, the browser-based games will hopefully become more of a revenue generator for us.When you start a new game concept how long, on average, does it take to go from concept to release? Do you find it hard to avoid feature creep?
Most of our games are on a five to eight month production cycle right now. Typically, the concept has been floating around the lunch table for several months before we actually start production on it. If we’re working with a publisher, there is also a month or two of lead time before the project is “greenlighted”.Feature creep is a beast that must be battled continuously and never truly dies. Informally, we all take turns playing the role of “creep cop”.