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Interview: Skydrift Designer Tibor Pongracz - Thoughts on the Industry

Posted Dec 22, 2011 at 12:45PM EST by Harrison E

Listed in: Featured Articles Tags: Digital Reality, Interview, psn, skydrift interview, xbla
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Article Index
1. Interview: Skydrift Designer Tibor Pongracz
2. Thoughts on the Industry
3. Looking to the Future

 

 

QJ: Skydrift looks to be doing really well on digital markets.  How do you feel about the video game industry? What are you hoping the future will hold?

 

TP: The role of digitally distributed games grow by the minute, and we wanted to add our bit to that growth. We wanted to push the limits of what is possible in a digital title – retail-quality visuals and a well-balanced gameplay was the main focus for the team. We achieved that; and we hope that all the technology we created during the development of this title and the experience we collected will yield long-term benefits. 

 


QJ: With the future of Skydrift what are you guys doing next?

 

TP: We have plans to expand the game with additional DLCs and maybe a sequel. It’s too early to say anything specific, but the main goal of the development remains to keep the intuitive control, the outstanding visuals and the high quality feel of the game. And keep an eye on our upcoming titles – some of them are internal developments, while others are a co-production with other studios.

 

Next in line is the gorgeous Sine Mora, and the second result of our cooperation with Grasshopper Manufacture –, dark fantasy platformer Black Knight Sword. And oh, don’t forget the fruit of our partnership with PlayBox , classic top-down racer Bang Bang Racing. 

 

skydrift3

 

QJ: Oh, I love Grasshopper interactive, but back to Skydrift, what did you guys set out to make originally with SkyDrift?

 

TP: Many at Digital Reality are obsessed with arcade type competing games, and also there are quite a lot of airplane freaks among us. SkyDrift is what resulted from putting together the ideas of the two groups – we wanted to race in the air! When building the settings, we got inspiration from real-world locations – for example the incredible forms and textures of the Grand Canyon.

 

In this respect several details resemble the breathtaking places of Earth, but these were built to be race tracks and were formed to create a coherent, uniform environment. American Hot Rod cars and their tuning components rising out from their hood served as a base for the design of the planes to complete the world we wanted to create.




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