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Filippo Dinolfo
An Interview with Dylan Fitterer
Gamer 2.0: With the explosion of console marketplaces like Xbox Live Arcade, PSN, and the upcoming WiiWare, was there any concern about releasing the game to the more niche PC market, whose sales have been slumping for years?

DF: Valve has been telling everyone that the PC market isn't really slumping and it turns out they're right! PC retail sales in the U.S. have been better, but that's not nearly the whole story. While I'm interested in reaching console audiences the PC is my favorite place to play and work.

Gamer 2.0: So how has the Steamworks platform been working out for you? It looks like Valve put together a very complete package there. Were you looking at any other distribution models before Steamworks came along?

DF: I planned to launch Audiosurf from my own site before going after distribution partners, but then Steamworks came along and was too good to pass up.


A screenshot of Audiosurf very early in development.
Gamer 2.0: Are there any issues creating this game on consoles given the way it easily lets you play your own music?

DF: It shouldn't be too much trouble since the platform holders are working hard to integrate your music collection with their systems. Even without those efforts you can plug an mp3 player into a console's USB port or even just put a music CD in the tray.

Gamer 2.0: Are you surprised at all by the reception that Audiosurf has received? You took home Excellence in Audio at this year’s IGF, and the reviews have been pretty good so far.

DF: The response has been everything I could hope for.

Gamer 2.0: So what’s next for you and Audiosurf? Will you look to bringing it to the Xbox 360 or PS3, or are you going to work on something new?

DF: I'm looking forward to expanding one of my side projects next (artificial life fascinates me), but I'm not finished working with Audiosurf yet. It's been a big hit on Steam and I'll be growing it from there.

Gamer 2.0: I'm glad you'll be continuing work on Audiosurf. Any chance we'll see FreeRide mode expanded on to include things like a combo multiplier and its own scoring scheme?


DF: Possibly – some players are attracted to the idea of trying to capture every block in the song. What I really want for Freeride is for it to behave more like a traditional media player. Things like continuously playing an entire album, visualizing from a background window, and audioscrobbling would be really nice to have and I hope to get them in.

Gamer 2.0: Can you talk a little bit about this other side project? You're not working on SkyNet or anything … are you?

DF: What could possibly go wrong?

Gamer 2.0: That should just about do it. Thanks again Dylan for your time. Do you have any final thoughts to share with our readers?

DF: Check out this awesome Audiosurf video with a leaked Dragonforce song here.

Gamer 2.0: *laughs*
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