The Giant Machine - Last Gun
One thing that stands out about the Australian gaming industry is the self-funded Indie developers, who put their heart and soul into e...
https://gameovermancast.blogspot.com/2014/10/the-giant-machine-last-gun.html
One thing that stands out about
the Australian gaming industry is the self-funded Indie developers, who put
their heart and soul into every line of code. They know there games inside and
out and that passion really shows in the final product.
Earlier in the month I met two brothers,
Philip and Dimitri Kanis. Together they created ‘The Giant Machine’, an up and
coming indie studio that stands on the brink of releasing its first title ‘Last
Gun’. Last Gun is a fun, fast paced shooter crossed with a beat-em-up style
1-on-1 which requires you to think fast and blast your opponent to pieces.
They have a pretty hectic month
ahead, with Last Gun getting ported to Android but I did manage to get some
questions over to Dimitri. Here’s what he had to say…
How did you get started in the industry?
Forgoing
study I used to make 3d models and levels for Quake 1 every night I was at Uni,
loved it. Likewise with Mortal Kombat, I would create character art and make a
40x fighter selection screen.
That led to
a scholarship at art college and then working in outsourcing art services for
over 10 years here and in Vietnam. We did art work for AAA game studios in the
US and UK mainly.
Who is The Giant Machine?
3 of us -
Dimitri Kanis, Christian Le Gall and Philip Kanis.
How did The Giant Machine start and where did the name come from?
The Giant
Machine spawned out of wanting to make a game where I could have a 2min
fast-paced deathmatch face to face on a tablet against my brothers.
The name
'The Giant Machine' is in reference to the short story, The Last Question,
written by Isaac Asimov. In which ultimately there is only one computer in the
universe, whose AI has evolved far beyond us. Amazing story.
What's you current project?
We’re
currently finishing up the Android port of Last Gun and then online mode which
I’m really pumped for! We also have some other new surprises coming out with
the online update.
Why make Last Gun?
Nothing
beats deathmatch on your PC or Console, but those games aren't really
convenient for phones and tablets. Last
Gun let's me have a quick 2min battle whenever and wherever I like.
We call it a
Gun Brawler, I think serious gamers as well casuals will like the action,
strategy and competitiveness of it.
What influenced Last Gun?
Way back when
I had far more free time, I lived for competitive gaming. Mostly Quake 1 &
2, Half Life, Unreal Tournament and fighting games, Mortal Kombat, Street Fighter,
Tekken, Killer Instinct - absolutely loved fighting games.
So this game
is influenced by all those games I played growing up. The combat and weapons
are heavily inspired by Quake, the round system and game modes by the fighting
genre, and the top down perspective by classic tabletop arcade games I played
as a child, like Space Invaders and Pong.
What were the hardest challenge's when designing the game?
Quality of
both the art and code were a high priority. Although we're only one artist and
one programmer, we set the quality bar really high, so as to be competitive
against much larger studios. This was more a time hurdle for us.
The biggest
design consideration was the touch control mechanics. Trying to find the
balance between serious gamers and casual ones.
We've
created a unique touch control scheme primarily for the accurate control it
gives you, allowing competitive players to attain really high skill levels
while accommodating casual gamers as well.
Our goal was
for our touch controls to be advantageous over the standard virtual joysticks
used by everyone else, like Keyboard/Mouse controls are over a Game Controller…
i.e. far more accurate, with a slight learning curve, that rewards you over
time.
Having said
that, you can also play with Keyboard/Mouse and game controllers on the Windows
and Android versions if you like.
What games made you who you are?
Quake &
Mortal Kombat were the two game franchises I was utterly hooked on. In fact,
the Last Gun fighters, Sado & Dark Sado, were designed as my idea of Mortal
Kombat characters I’d like to play as.
There’s a lot of Aussie indie companies, what's the community like? Do
you support each other?
I had good
fortune to meet several developers recently at EBExpo, which was great. Nice,
smart, enthusiastic guys and girls. There’s a lot of talent and fantastic
people in this industry, and I’m looking forward to getting away from the
computer and meeting more of them at PAX and GCAP in Melbourne next week.
Regarding
support, along with partners, we are working on something that is going to
really help indie devs, which we'll be announcing in the near future.
How do you feel about the Aussie market?
It’s
unfortunate that the Aussie AAA studios have all but died. I’m hoping that
along with other indie studios, we can make the next step, build a successful
game company that develops great games, can employ lots of local talent and
really boost the Australian game industry.
We’re on the
cusp of some fantastic new platforms & devices reaching real consumer
adoption, Virtual Reality, Augmented Reality & Wearables…which means along
with mobiles, tablets and desktops, there’s a massive amount of opportunity for
Aussie companies to succeed on the world market.
Any future projects?
Yes, many .
We’ll be announcing our new title in development soon.
- Dimitri
Kanis
Keep an eye out for Last Gun in the App Store at the end of the month.
- Loz
@laurencehead1
Links
http://thegiantmachine.com/comingsoon/