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Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
As part of its ongoing "Road to the IGF Mobile" feature, sister mobile site Games On Deck talks to Gamevil producer BonGu Shin about As part of Games On Deck's "Road to the IGF Mobile" feature, we talk to Gamevil' BonGu Shin, producer of _<a href="http
As part of Games On Deck's "Road to the IGF Mobile" feature, we talk to Gamevil' BonGu Shin, producer of Nom 3, an IGF Mobile 2008 Best Game and Innovation in Mobile Game Design finalist. Nom 3 is a one-button game that asks the player to rotate their phone as Nom reaches vertical boundaries at the edge of the screen. What kind of background do you have in the game industry or in making games? BongGu Shin: My first experience in the game industry was making PCB arcade games. I started my own business after that, and then finally came to Gamevil which is where I am today. I am interested in creative games and game related patents with unique ideas. What motivated you to make your game? BS: I wanted to be a musician rather than enter a company, but then I thought that I should at least earn enough money for drinks, so I came to Gamevil lightheartedly. Where did you draw inspiration from in its design and implementation? BS: Everywhere except other games. Fashion, music, music videos, pop art, you name it. I'm interested in many different areas and try to connect those areas with games. I try not to get any inspiration from other games. What sort of development tools have you been using in the production of your game? BS: I am in the planning department, so I mostly use MS Office, PPT, and Adobe Photoshop. I think PPT is a very good tool for presenting plans visually. What do you think the most interesting element of the game is? BS: In my opinion, it's fantasy. You can do anything you want when it comes to fantasy. It's completely aloof from the real world, and even if it is an imitation of the real world, the weirdest things beyond your imagination can happen. How long have you been developing your game, and what has the process been like? BS: January 18th 2008 is exactly the 13th anniversary of my game career. What a coincidence that I receive this question today! I always start with inspiration. That inspiration is composed into a scientific and original game system. I try to keep the sound effects and graphic elements trendy. If you had to rewind to the start of the project, is there anything that you'd do differently? BS: I've never had to start all over again before, but if I had to, I think I would just start from the obvious point: the beginning. What are your thoughts on the state of independent game development in the mobile industry, and are any other independent mobile games out now that you admire? BS: I have a positive opinion on that subject. The game industry needs a bit of sensitivity put into it, just like the music industry or the movie industry. We need to take a peculiar characteristic and convert it into something suitable for business. We should watch out for mannerism. There is an independent game development company called Punter, and I think their games are pretty good, especially this RPG action game called Dragon Road. You have 30 seconds left to live and you must tell the mobile game business something very important. What is it? BS: Stop thinking about what to put in and start thinking about what to take out!
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