Interview with SPIN FALL – Work

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Continue our interview with SPIN FALL. Now let’s get to know more about their game development work.

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Updated:September 12th, 2012

Interviewed by: Emily Wong
Developer: SPIN FALL

Android Park:  Continue our interview with SPIN FALL.  Now let’s get to know more about their game development work.

Android Park: Where does your inspiration come from? Or what inspires you the most when developing games?

SPIN FALL: Essentially, my inspiration comes from sketching out ideas and finding something that catches my attention. I may go to the library and get lost in the books, take a walk in nature somewhere, or get ideas from talking to my two children (now 5 and 8 years old). Then, I just keep drawing and drawing until something jumps off the page.

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Android Park: Have you met any difficulties in developing an Android game?   If yes, how did you resolve the problems?

SPIN FALL: Android development for me hasn’t been typical in the sense that I haven’t worked directly with the Android SDK. Everything’s been abstracted for me using the Unity gaming engine. Because of that, I think a lot of the common issues developers go through I haven’t had to deal with. I basically just press a button and publish to the platform of my choice. There have been a few nuances that are Android specific, like dealing with shaders or how the Google Market requires you to have permissions or validations, and other minor details, but nothing major. I think just learning how to submit an app, and learning the differences between the Android, Amazon, and Apple stores were some of the biggest obstacles.

Android Park: We notice that your works are mainly for iOS. Why did you consider developing an Android Game?

SPIN FALL: When I was developing specifically for the iOS, I wanted to also develop Android games. It was a simple function of how much work I could do at a time – at first, I was programming in Objective C, and there was no way to publish my game to Android without having to rewrite all of the code, and even with using the Cocos 2D gaming engine for the foundation of my games, I was really relying on their support for my game. Now that I’m using Unity, it’s just so simple and makes sense to publish the same game to multiple platforms.

To be continued …

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