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Project Aftermath has the distinction of being the only PAX 10 finalist not from North America. We thank Programmer and Managing Director, Lee Hickey, of the UK developer Games Faction for responding to our transatlantic request for an interview. Brian (Infinite Bits): How long was the game in development, from conception to what's on the web today? Which stages of development were the slowest/fastest? Lee (Project Aftermath): So far, Project Aftermath has been in development for 2 years and 1 month. We still have a week or so of balancing and bug fixing left and then it'll be available for download. With all the games I've worked on in the past, and it was no different with Project Aftermath, the initial bit always goes the fastest simply because you start with literally a blank screen and after just a few weeks you have an embryonic game up on screen and are able to play it and see how it feels. It is always the most rewarding part too. The part directly after that always takes the longest. It is the part where you know pretty much what you are making, so you just have a bit list of technology and assets that need doing. It's simply a 'heads-down for a few months' process to get everything done.
 What has been your experience with PAX, specifically being selected for the PAX 10? Awesome. We were staggered to be selected actually. We submitted a build to Penny Arcade in May and by July had totally forgotten about it; we were so busy trying to get the game finished. When I received the email saying that we had been selected, my jaw hit the desk. I think Penny Arcade has hit on a really neat idea to highlight and promote indie developers in this way. The mainstream industry certainly needs the injection of creativity that will come from more high profile indie developers. The experience of PAX 10 itself was great. It was the first time we had the opportunity to show the game off to total strangers and see their reaction, and it was incredibly helpful in putting the finishing touches to the project. Also, it was great to meet all the other PAX 10 developers. What a wonderful group of people. I hope it is as good next year.
Would you like to submit your game to PSN or XBL? Yes, that is an option that we'd like to seriously look into. Digital distribution is the future of our industry and being involved as that process takes root in the console arena would be very rewarding. We tried to keep this possibility in mind when designing the control system of Project Aftermath, but invariably there is a degree of rework when moving from a mouse/keyboard to a controller.
Considering some of the debate surrounding the XNA process, do you think that the process could have been beneficial for your game?
No, I don't think so. I have a long industry background of building technology for games and it is something that, if done right, gives a huge competitive advantage. Building our own, bespoke, technology was part of our original business plan and it has really worked out well for us.
Were there challenges being an indie developer you'd like to share? Were they enough to make you want to join a larger, traditional game company? Well, after having worked for a 'larger, traditional game company' for about 10 years before setting up Games Faction, I can assure you it is not something I will be doing in the future :) Being an indie is a challenge of course. You are responsible for everything and you have to find the money to live and pay the mortgage while you're busy making your game, but really, it's all about creative freedom and you can't put a price on that. Personally, I think it is the best decision I ever took and I'd encourage any other developer from the mainstream games industry to seriously think about taking the risk of doing it for themselves. With digital distribution, it is now possible for small teams to make commercially competitive games again, just like it was 15-20 years ago.
 Where do you see Project Aftermath, moving from here? Would you eventually like to make a profit from the game? I'd like to see Project Aftermath reach as large an audience as possible and we're looking into a number of deals at the moment to make this happen. Of course we'd like to make a profit. We are a business and we need to make money so that we can afford to go on and make the next game. At Games Faction, we're trying to marry the indie sensibility and creative freedom with sound commercial and business sense.
Finally, what are a couple of your all time favorite games? Well, quite a few games that have influenced Project Aftermath actually; the X-COM series, Syndicate and Cannon Fodder. Also, I really liked Civilization.
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