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Interview: RUSH with Collin van Ginkel, Lead Designer

Posted by Christophor Rick, 126 days ago

[GDN] How does the working relationship between Two Tribes and the Gamefactory work?

Two Tribes Image www.jorisvanegmond.com
(Image: www.jorisvanegmond.com Used with permission)

In the past our relationship was that of publisher (TGF) and developer (TT), but for RUSH we are co-publishing the game on WiiWare. Since we have had multiple projects between us, we know each other pretty well.

[GDN] When did development start and finish on Rush and in creating this game has it thrown up ideas for the other titles in the series?

Development on RUSH has been going on since the beginning of the year I think. There have been some interruptions though, so it’s hard to say how long exactly. We’ve learnt a lot about making a 3D puzzle game, so we will definitely put that to good use in future installments.

[GDN]  How many people have worked on the game and do you work from a set location or are individual members scattered in many places around the world and only utilized when required?

RUSH has been created by the team of developers and designers at Two Tribes. For the best result we believe you need the core team on-site. In total about 9 people have worked on creating the actual game.

[GDN] Many people will have asked you what are the unique factors within this title that you hope will make the gaming community go out and purchase it, please expand on this!?

We have learnt a lot from our first WiiWare game, Toki Tori. As is unfortunately often the case with independent developers, Toki Tori was a high quality product but didn’t perform as well as we had hoped. There are a few (in hindsight) obvious reasons for this. For me, one of the biggest problems is that Toki Tori looks like a children’s game, but is a really challenging and smart game. So we were not communicating the right message through the visuals. So we’d end up with customers who bought something they didn’t expect, or worse, didn’t buy it because they thought it was not for them.

With RUSH we’ve aligned the audio-visual presentation with the game content. It is a great game, so that should help with word of mouth, and it has a well-known license attached to it, so that will hopefully get people’s attention. Needless to say, it is going to be very interesting for us to see how it will perform when it is released.


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