

It’s sort of diverged from that as we were getting feedback, so it’s been tuned, but there’s still the idea of having a tight, precise platformer, which is important when you’re competing. Richard: It was also a test to see if we could work well together.Īlex : Yeah, we wanted to know how we functioned together before we started a company.Ĭorey: Can you describe a specific experience with another game or media that influenced you as you worked on Ultimate Chicken Horse?Īlex: The physics of the game were originally very Meatboy-inspired.

We compromised somewhere in the middle of all of them. Originally there was an idea to have a dungeon crawler, but you’d act as the person who creates the dungeon, but we realized we were in a 48-hour game jam, so we had to change the scope.Īlex Attar: I was a culmination of a lot of ideas. So the idea was always that the player was building the level, rather than being the person who was running in the level. One of the game jam topics was ultimate, and another one was modularity. Richard Atlas: This project started as a 48 hour game jam. Learn more about the Game Center at GDC 2017.Ĭorey Bertelsen: What main concept, image or question began this project? In addition to this interview, you can read all the insightful interviews from 2017 here. These conversations, and much more, will happen when the Game Center returns to GDC in 2018. Richard Atlas is the CEO and Alex Attar is the CTO of Clever Endeavor Games, which created Ultimate Chicken Horse.Įach year at GDC, MFA students from the NYU Game Center interview the Independent Games Festival nominees, asking them three questions about their development process.

2017 IGF Interviews: Ultimate Chicken Horse
