Interview with Matthew Kille of Zeoneo
(Ed. This is a personal interview with Matthew Kille of
Zeoneo, not an interview of the company as a whole)
CAM: What were your computing experiences
and influences pre-Zeoneo?
I suppose you could say that I taught myself to
program starting with a Commodore C64 sometime in the mid-80s.
One day I picked up the manual and started to type in some
simple programs.
I continued dabbling like this when I got my first
Amiga in 1989. Learning with really simple things like
modifying the startup-sequence of an AmigaOS boot disk to
create customised versions of Workbench. Later I moved onto
using a Public-domain C compiler called 'NorthC'. (That was
painful, on my floppy based machine, though at the time I
didn't know any better!)
When the time came to finish school and start
college, I was interested enough in computers to choose a
course on the subject. That was more than a decade ago now,
and since then the majority of my time has been spent in
academia, in computer software research and development. For
the past 8 years I have specialised in artificial
intelligence, evolutionary and adaptive systems; culminating
in a Ph.D. thesis with the subject "human-like computer
interfaces".
CAM: Why did you decide to start your
own games company and what drew you to support the
AmigaDE?
I gained an interest in different programming
languages, having already experienced many already -
assemblers, basics, scripts, procedural, functional,
declarative and parallel - so when AmigaDE came along I was
interested to try something different.
I had been developing games in my spare time for
many years before AmigaDE came along, and always found it very
rewarding. Being impressed with the Intent framework around
which AmigaDE was based, and seeing the huge potential it had,
I began also developing some demos and games in Virtual
Processor (VP) assembler. I found VP assembler to be a very
comfortable 'language' with which to work, and development
came easily.
The first thing I wrote
in VP assembler was the 'Tunnel demo', a textured spinning
tunnel effect which later become a popular program for
demonstrating the platform independent nature of AmigaDE at
Amiga shows at the time. This simple program was written in
just a day, after only three days of me receiving the SDK.
This in itself says something about nature of the VP
language.
At the time it was fascinating to see images of
demonstrations where my simple demo was shown running on a
device, which I had never even seen, let alone developed for.
I had experienced Java right from the time when it was just
starting out, so I was at least familiar with the concept of
binary portability. But this was the first time I had actually
seen something written on a desktop machine with nothing but
that desktop machine in mind, then running on something like a
handheld PDA, with a completely different screen, memory and
CPU configuration. At the time that was seriously impressive,
and to a certain extent, still is today. (Three years on I
think we have all got used to the idea now, and the concept
doesn't seem quite so special, but the potential advantages
this system provides are still just as valid.)
Anyway, after an extended period of learning and
experimentation, there is a strong desire to begin putting
theory into practice. Coming to the end of one chapter in my
life, I found myself in the position of being able to turn
what was before simply a hobby into a full time pursuit. From
this starting point, and with a pretty good understanding of
the markets AmigaDE was aimed at, I made the decision to
expand development and formed the company.
CAM: After three years, do you have any
words of wisdom for others who may want to start their own
games company?
Ask me again in three years. I might have some
useful advice by then. :)
CAM: Was it a conscious decision to
develop for the mobile computing market? Why choose that over
say the desktop or console development?
The mobile market has a number of advantages for
us, as a small developing company. The biggest advantage is
that games for these devices do not require the same level of
funding and development time as would be required for desktop
and console games. I'm not saying that we couldn't produce
games for such devices, just that it would take us much longer
to do so until we get more resources/developers involved.
Zeoneo prides itself on the quality and attention to detail in
our games, and we wouldn't want to compromise that.
CAM: Do you share the Amiga view of
devices being commodities or do you see people still
associating a phone with making calls, a PDA with business
applications, a console as the gaming machine and the desktop
for home documents, email and the Internet?
Well, personally, I still think of a phone as a
phone, and a game console as a game console. This is mainly
because these particular devices were designed for those
particular purposes and that is how they work best.
However, I can see that the world is (slowly)
changing, with devices being expected to fulfil multiple
roles. As device designers take these requirements onboard,
the outcome is devices that are more generic and more capable.
For example, just a couple of years ago PDAs were particularly
bad at supporting games. Few devices provided proper sound,
and many wouldn't allow more than a single button to be
pressed at the same time. (Rather unfortunate if you want to
play a game like Planet Zed where you want to steer your ship
and fire at the same time!) Today things are much better, and
the situation continues to improve.
CAM: With the Orange SPV, the XDA, the
Sony Ericsson P800, the Nokia Communicator and the Nokia
N-Gage, the mobile phone companies seem to believe that some
people want more and yet the price of these devices seems to
make it more sensible to buy a pure phone and a GameBoy
Advance? Do you see a single mobile device as being achievable
given the compromises required for every function that is laid
on its shoulders?
I don't believe that there really needs to be
compromises. It's just that they haven't found the right
hardware configuration yet, and are not taking full advantage
of all the features they already have.
One advantage in particular of a phone with game
playing features, or a game device with phone features, is
that it allows online gaming. This is an area that is still
only in its early stages, and if it becomes anything like the
desktop online gaming scene, then it could be hugely
significant. This is something we at Zeoneo are very
interested in.
CAM: Zeoneo burst
onto the scene in 2000 with Planet Zed and Convex. Why did you
release two such very different products and how did you find
the AmigaDE as a development environment?
Convex was the first product and was developed at
a time when nobody was quite sure how fast Intent/AmigaDE on a
modern PDA could perform. So a puzzle game, (where there isn't
too much onscreen motion), was a safe bet. Once we got the
first AmigaDE build for the PDA, we were able to see what was
possible, and work on Planet Zed began. We have learnt a lot
since those earlier products, and the gained experience is
helping shape our current/future products.
Since the original release of these games, we have
been able to extend the features of these games, such as
adding music by Simon Burgess and Mark M Salud, and additional
graphics by Kevin Saunders.
CAM: How do you go about designing a
'level' in Planet Zed? It seems everyone's dream to think
'okay, some fast enemies here, then I'll hide a turret here
and put a big bomb over there' but as someone who regularly
downloads Quake levels, there really is an art to good level
design.
It was mostly trial and error, actually. ;) The
level editing software for Planet Zed was rather simple so it
wasn't easy to work with. The best strategy turned out to be
placing scenery and waves of attacking aliens in mostly random
locations, with little or no design to it, and then play
testing the level to see what it looked like, then making
adjustments. This was quite a lengthy process. In hindsight I
probably should have spent more time developing the level
editor!
CAM: For your next product, you created
Crossword Evolution, another puzzler but a much more
traditional one. Why did you decide to do such a different
project from the obviously arcade influenced Convex and Planet
Zed?
The crossword project started when Milan Pollé
joined the company early last year. Milan was already an
experienced AmigaDE developer, but we needed to introduce
Milan to all the in-house development tools and libraries that
we already had available, (all part of a development kit
called Reflex™, which is also known as RDK™). The best way to
learn about something is to use it, and a crossword game
seemed like as good a project as any other. A short time later
Milan really surprised us by returning with a product, which
looked and felt great and we simply had to extend development
to make it a commercial product.
CAM: Crosswords, by their very nature
draw a wide cross section of people to them who are not
typical of the device owning, game playing technophile. How
will you encourage them to make the switch to a digital
product and stay with it?
It wont be easy to encourage existing 'pen and
paper' crossword fans away from their daily newspaper unless
we can provide features which enhance the whole experience.
With this in mind we have added features, which you simply
don't get with more traditional formats. A prime example, even
if it is slightly over used by some, is the ability to reveal
the answer, or tease the answer out one letter at a time.
There are other features like being able to check your own
answer without revealing it, and retrieving the derivation of
an answer. (Cryptic crosswords.) One of the biggest advantages
is that you can store and index many hundreds of puzzles, all
on a single small device.
CAM: Crossword Evolution looks very
professional and plays well but in the end it is just a
'player' for crosswords. How do you intend to create the
crosswords themselves, especially given that there are such
high standards in paper crosswords, and indeed the many
different types of crosswords?
We looked into the option of creating the puzzles
ourselves, but soon realised that the world of crossword
puzzles is much larger and more complicated than we first
thought. There are many different styles of crossword, some
unique to particular countries and some styles which are
simply very difficult to create.
So instead we began contacting and recruiting some
of the best known crossword authors from around the world, a
number of which have many years experience writing crosswords
for top name newspapers.
Some these authors contacted us themselves, when
they heard about the product, and we would like to hear from
other authors too - particularly those from non-English
speaking European countries. (If they happen to be reading
this interview!)
CAM: With your fourth project, Invasion,
you seem to have gone back to the arcade again? Is that
something you enjoy or is it a better market?
Yes and no. It is certainly something we enjoy,
and that always makes a project easy to work on, but it's not
clear whether it is a better market or not. From the response
we have from the public, contacting us via email, or
commenting via our registration form, the majority seem to be
more interested in the crossword game than the shoot'em up
game. At first, this might seem rather surprising, but in
actual fact it makes sense if you think about the current
demographic of PDA users: the majority are likely to have a
PDA for business use, presumably making them more likely to be
the more mature thoughtful type, rather than the 'hardcore
gamer' type. This is an interesting observation, and one that
needs to be considered when judging one type of game against
another.
We believe this current trend is starting to
change though, as more PDAs enter the second-user market, and
prices fall. The hardware performance/advantages a typical PDA
has over something like a GameBoy Advance will start to show
more as time goes on. Newer devices will start to come onto
the market, with similar performance characteristics to
current PDAs. Supporting all of these devices will be
difficult/expensive for most developers, and this is where I
think AmigaDE will be perfectly placed to take advantage.
CAM: When creating Invasion, what
thought processes went into deciding what you wanted to do?
The screenshots certainly don't suggest at just another space
invaders clone?
Although the game shares more than a parsing
resemblance with the Space Invaders classic, (a very
deliberate ploy, might I add), the dynamics of the game itself
are quite different. We wanted to capture the fun of the dodge
and shoot nature of these particular types of games while also
lavishing some of the most advanced and explosive graphical
effects ever seen on a handheld device. Make no mistake, this
is no ordinary blast everything in sight game.!
CAM: What is the status of both Invasion
and Crossword Evolution? When can the public get hold of
them?
Both projects are somewhat behind schedule, for
reasons such as needing to secure sources of crosswords and
put in place the supporting infrastructure, but even so we
wont be rushing anything. Having said that, both projects are
on the edge of completion and we hope to announce their
release sometime in the near future.
CAM: A great deal has been made lately
of the lack of originality in games development. What are your
thoughts on that and how does Zeoneo deal with that
danger?
Ha! You're talking to a company that on the
surface has arguably released nothing but a series of
non-original games so far. :)
But you make a valid point. There is indeed
virtually no originality in games these days. There seems to
be no limit to the number of similar looking, similar feeling,
FPS games that software houses are producing these days. I
suspect this has a lot to do with the huge budgets required to
produce these games, and it probably appears safer to develop
a copy of something which was successful, rather than take the
financial risk to try something different.
Game developers have a difficult job these days,
as the world has already seen so many different types of games
that finding a truly original idea is next to impossible. The
approach we have been working with at Zeoneo has been to take
some good existing ideas and try to improve on them. Gameplay
is our first priority, closely followed by the visual
experience and attention to detail. A significant amount of
the development time for our products is spent in the final
'polishing' phase, where we play test for hours, make minor
adjustments, and then play test some more.
CAM: Zeoneo has three products on the
Microsoft published PocketPaks, which are currently advertised
on the www.compusa.com website. What do you think of this
'game card' concept?
The PDA software market currently consists almost
entirely of downloadable content only. So providing content on
another medium is a smart strategy, since there is currently
very little competition. You also gain the sales advantage of
giving the customer something to look at, pick up and study.
This along with the feeling that when paying for something,
they're getting something tangible for their money.
CAM: You recently announced a product
for the upcoming AmigaOS 4.0, Candy Factory 2, a new version
of an old product. Can you tell us why you decided to support
AmigaOS 4.0?
We tend to
choose projects that we are interested in, and we're all still
great fans of AmigaOS. I still use my Amiga daily, and expect
to continue doing so in the future. Therefore deciding to
support AmigaOS 4.0 was an easy decision.
CAM: Your first four products are games
and yet for the desktop Amiga you chose a graphics
application? Does that represent a personal preference between
mobile devices and desktops? Will we see non-gaming
applications created by Zeoneo for the AmigaDE and games for
the AmigaOS?
Quite likely. :)
CAM: A lot of people will have Candy
Factory already for AmigaOS 3.x. How do you intend to convince
them to buy the new version for AmigaOS 4.0? How will the
application become 'better' and why do you think that the new
Amiga hardware and operating system is the appropriate
platform for the application?
Candy Factory was one of the first products to
take full advantage of the introduction of Amiga PowerPC
hardware some years back, and that enabled the software to run
faster and provide a much better user experience. With vastly
better hardware today, the user experience will be even
better, with new features that before were simply not
possible.
CAM: There is a lot of FUD
(fear-uncertainty-doubt) about the new Amiga hardware and
operating system. While you obviously can't reveal a lot, what
is your overall impression of the work going on?
I must say that I am SERIOUSLY impressed with the
work I've seen being done on AmigaOS 4.0 by Hyperion and other
developers. I'm particularly pleased that, despite huge
pressure from the community to finish the project quickly,
they are standing their ground and taking the necessary time
to make sure the job is done well first time. This is
important, because this next version of the OS sets the
foundations for what will come in the future. This platform
needs to be solid before other developers like Zeoneo are
comfortable enough to commit time and money into developing
for it.
After all, it's not legacy support that will
determine whether the platform is a success or not. It's the
new software that will take the platform forward.
CAM: Can you let us in on any new
product plans for both the AmigaDE and the AmigaOS?
Sorry, but we have a policy of not talking
publicly about projects until they enter the final stages of
development. This safeguards us from complaints when we axe a
project halfway through it's development -- something that
happens more often than people might suspect!
CAM: Thanks for taking the time to
answer our questions and letting the CAM readers learn more
about you, your company and its products.
Thanks for inviting me.
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