Interview with Jake Birkett (Grey Alien), Big Fish Games Lead Programmer
11 02 2009Jake Birkett is well known in the indie game developers community. He developed Holiday Bonus, The Wonderful Wizard of Oz and Fairway Solitaire. In the end of 2008 he made a transition to Big Fish Games and is no longer indie, but he still works on great games. If you want to learn more about Jake, find out what makes a best seller game and how indies can compete in todays market start reading now.
NOTE: In this interview Jake speaks for himself and not as BFG representative in any way.
Fairway Solitaire was published over 14 months ago. Isn’t it the time for a new release? When we can expect it?
You can expect it around the Weekend of Sat 21st Feb. This is 100% certain now unless something crazy happens. I’ve spent a long time on this game (about 11 months) but I’ve been pretty busy moving continent and other stuff…
Should we expect another hidden object game?
No. BFG in Seattle makes those, we are tasked with making other games in Vancouver. It will be fun to hear what people say about it – mixed opinions no doubt, but as long as the customer love it (and express their love with their credit cards) then I’m happy.
Ok, so how did you get started in game development?
In 2005 I went full-time Indie after making business software for 9 years in Delphi and SQL. I’ve always made games as a hobby since the age of 8 (I’m 33 now) in BASIC, assembly, C, C++, Delphi, Blitz and probably a few other things along the way. I reached a certain point where I realised that I enjoyed making games so much that I just *had* to do it for a living – so I stopped doing business software and started writing games professionally. I made two downloadable match-3 games and was contracted by Injoy Games to make a 3rd, The Wonderful Wizard of Oz, which went well.
Match-3 as a jump start in game development career? That’s how you’ve met BFG?
Emmanuel from Big Fish Games Europe saw Oz and thought it was programmed well and asked if I would be interested in programming a game for them. I had to think about this quite hard because I saw it as great opportunity to learn more about casual games from some of the most knowledgeable people in the industry, yet I also was keen on building up my own business and working for BFG would slow that down. Also frankly at the time I needed the money because, as many Indies will know, it takes quite a long time to build your business up to the point where you are making a half-decent living. In the end I said “yes” and signed a contract to program Fairway Solitaire. However, before I started work on that game I quickly launched Holiday Bonus using an upgraded Oz engine, and it’s done really well for me over the last 2 years.
Fairway Solitaire was a great success for BFG. Why solitaire? Solitaires were not so popular at that time?
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Categories : game improvement, interviews