By Jason Dobson el 07-Sep-2008 |
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Despite a near-vertical difficulty curve and gameplay that suffers at the fumbling claws of the Xbox 360's questionable D-pad, Bionic Commando: Rearmed has still proven itself to be a 'friggin juggernaut' in the digital space. Recently we had the opportunity to speak with GRiN's Simon Viklund, who served as creative director on the project, and in between nursing sore thumbs and shaking fists at the screen we took the time to speak with him about a number of topics, from what it was like in reinventing the NES classic for modern consoles, to what it's like being a small fish in an ever-growing pond. Grapple and pull yourself up to the ledge above for more.
Hey Simon, thanks for taking the time to talk to us today about GRIN's latest game, Bionic Commando: Rearmed. So, in a nutshell, what was your role on the project?
I was the creative director on Bionic Commando Rearmed, but I also took care of a lot of producer tasks such as planning and checking that everyone in the team was on schedule throughout the project. I also produced all the music for the game.Continue reading Joystiq Interview: GRiN's Simon Viklund on rearming Bionic Commando Permalink | Email this | Linking Blogs | Comments
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