Developer Interview: Alexander Bergendahl, SNOW

SNOW is a game which was originally launched on Early Access October 10th, 2013. It recently transited to a F2P model and entered a beta state. If you’re not familiar with the game, here’s something to whet your appetite:

The CEO and Game Director for SNOW, Alexander Bergendahl, was kind enough to answer these questions via email. A quick shout-out to Alexander for taking the time to provide such in-depth answers.

1. Can you please tell us a little bit about yourself and your role in Poppermost Productions?

Alexander Bergendahl: I am the CEO and Game Director at Poppermost. As a CEO I manage the day-to-day of the company, hiring, meeting with our shareholders and partners and anything else that falls on my plate. As Game Director I work with all teams to maintain a unified vision in the game as well as manage the production of the game itself. I also try and take part in as much testing and community conversations as possible.

 

2. How did you come up with the name Poppermost?

AB: Poppermost is a very subtle Beatles reference. The best way to explain it is with a YouTube link:

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Developer Interview: Chris Mallinson, GRIP

GRIP is an exciting, futuristic racer launched on Early Access on February 2nd, 2016. Here’s the launch trailer to get you in the mood:

Chris Mallinson, Game Director on GRIP, was kind enough to take the time to answer a series of development-related questions via email.

1. Can you please tell us a little bit about yourself and how you joined the gaming industry?

Chris Mallinson: I was actually a roofer and home renovator before starting the development of GRIP, so this is my first experience in the industry. But I did take a college course in 3D graphics when I was younger, and have some UT2004 and HL2 modding experience. Other than that though, I’m a greenhorn

 

2. The lead up to an Early Access release is extremely stressful. Would you say the team has settled back into a regular routine, or are you still in all-hands-on-deck mode?

CM: We’ve settled a bit, but it’s still very much all hands on deck. We want to push out updates pretty frequently, so the pressure is still there. I don’t hold normal working hours, I can tell you that much

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Developer Interview: Nick Popovich, Slime Rancher

Nick Popovich is a co-founder of Monomi Park, the studio behind the successful Steam Early Access game Slime Rancher. Nick was kind enough to take time to answer questions about the development of Slime Rancher and its success on Steam:

1. Can you give an indication of the current composition of the team, and given the success of the release of Slime Rancher do you have any plans for expanding the team?

Nick Popovich: The team is currently two people, plus a contractor for audio, Harry Mack. We may expand the team, but we still plan to be very small. I’m used to small teams.

 

2. In terms of community management, will you be appointing more community-mods for the forums, or will you have team members devoted to this?

NP: Likely a bit of both. A dedicated support person is on the way.

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