Here we are, back with another developer interview! This time with Blast Studio
the creator of Pixel Space Blast. Before we start we’d like to thank the Blast Studio
Team for participating in our interview and for answering all of our geeky questions! Thanks!
…and without further ado, our interview begins…
/// Thanks for taking the time to talk to us about Pixel Space Blast! Could you kick-start this interview by telling us a little about your studio, yourself, and what drew you into the gaming industry?
I am very glad to give you an interview! My name is Danila Demkin and I’m a solo developer from Russia, developing, the last one was Pixel Space Blast!
I started programming in school with Pascal, then at University I studied Python and C, C++ but the closest thing to me were games, so I started trying to do them in C#.
/// Ok, let’s start talking about Pixel Space Blast. What are the highlights of your latest release?
Pixel Space Blast is an attempt to combine the classic scrolling shooter (shmups) and new games where you need to destroy the balls that have a certain amount of health. The whole gameplay is random, how far the player will go depends on the level of upgrades.
The latest update was mainly cosmetic changes and improved balance.
/// What was the core idea or inspiration behind Pixel Space Blast? And perhaps more importantly, where do you find inspiration for your games in general?
I find inspiration for games oddly enough in other games 😃 Just as often there is an idea to create something of their own or fix the shortcomings of existing games.
/// How long was Pixel Space Blast in development for? And are there any interesting and/or exciting moments or experiences you would like to share with us from that time?
The game was developed for about a year. Because of my studies, development was slow, but I devoted all my free time to the game.
/// What software, developer-tools, or black-magic(?) did you use when making Pixel Space Blast? Is there anything you would like to share with the developers who read Edamame Reviews?
I used Unity and C# to make the game. For developers who read Edamame Reviews, I would like to give some advice. Take your time and first finish the game to the end, polish it, conduct tests, and then publish it.
/// Is there any secret “developer-advice” you can give our lucky players who read this interview?
The most important thing is to make a game that you want to play yourself 😃
/// What can we expect to see in Pixel Space Blast or from Blast Studio
in the not so distant future? What do we have to look forward to next?
Now in the game, all enemies have the same type of behavior, but in the near future, I will add enemies with unique behavior, bosses and new locations!
/// Lastly, is there anything you would like to say to our awesome team of Writers, Developers, and Supporters who keep Edamame Reviews up and running?
I am very grateful to you for the interview and for the support! Edamame Reviews team is doing a good job helping indie developers talk about their games. Thank you and good luck!