The Naked Truth About Naked Sky Entertainment

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Q&A with the little developer that could, creator of RoboBlitz.

It's a common gripe in the game industry that unless you're a triple-A studio cranking out licensed products and yearly sequels, you won't survive. It's a competitive environment where there's little room for innovation or taking chances. Yet with the advent of connected consoles and services like Xbox Live Arcade, smaller risk-taking game houses are able to get their creations onto the hard drives of millions of potential fans.

Enter Naked Sky Entertainment, a small group of wishful programmers, designers, and artists hoping to buck the trend. Their game, RoboBlitz, is arguably the most ambitious indie title to hit Xbox 360. Featuring crisp high-definition graphics, fluid physics, and a wry sense of humor, RoboBlitz has garnered lots of deserved attention.



We contacted Naked Sky Entertainment to get the inside story on their success, find out what's on the horizon, and learn a thing or two about making "game magic."

GWN: Please introduce yourself and tell us your role at Naked Sky Entertainment.

JG: I'm Joshua Glazer. I'm the CTO and Lead Programmer at Naked Sky Entertainment. I also fix the Internet connection when it breaks, change the five-gallon jug on the water cooler when it's empty and buy our food supplies at Costco.



GWN: RoboBlitz originally began life as a PC tech demo. Tell us about Blitz's journey from mere eye candy to full-fledged, multi-platform game. How long was the total development cycle?

JG: It's been a very challenging, yet rewarding journey. As an indie developer, we pretty much went through every development obstacle and tribulation - scraping together funding, rocket-speed staffing, working with cutting-edge, work-in-progress software, risking it all on a crazy new game mechanics - you name it! Our total development cycle was a little under a year.




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