Spazmo
Erudite
Tags: Nival Interactive; Silent Storm
<A HREF="http://rpgvault.ign.com" target="_blank">RPG Vault</A> have done an <a href=http://rpgvault.ign.com/articles/528/528303p1.html>interview</a> with <b>Serge Orlovsky</b>, CEO and Chief Awesome Dude at Russian developer Nival Interactive, the brilliant guys behind Silent Storm and the upcoming expansion Silent Storm: Sentinels. The interview discusses Nival at large and its various games.
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<blockquote>Serge Orlovsky: We have changed in so many ways, yet at the same time, our vision hasn't changed at all. The closeness of a small group of people can't be replicated when you have over 100, but there are many benefits and advantages as well. We've gone from one project at a time with a team of about 10 to 12 people to four simultaneous game projects with teams numbering over 40 at peak production.
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When I started the company, I had to wear a lot of hats - manager, designer, programmer, accountant, even composer - I played some role in every aspect of development. All of these various responsibilities prepared me for my role as Executive Producer, which is the hat that I like the best. Because I have been in most roles already, I have a better understanding of who is making what decisions and what effects they will have - whether they are the project's strategic goals or the color of a character's clothing. It's nice to get nostalgic from time to time, but I'm more excited about where we're headed.</blockquote>
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I'd say it's nice to see a foreign developer who actually <i>uses good English!</i>
<A HREF="http://rpgvault.ign.com" target="_blank">RPG Vault</A> have done an <a href=http://rpgvault.ign.com/articles/528/528303p1.html>interview</a> with <b>Serge Orlovsky</b>, CEO and Chief Awesome Dude at Russian developer Nival Interactive, the brilliant guys behind Silent Storm and the upcoming expansion Silent Storm: Sentinels. The interview discusses Nival at large and its various games.
<br>
<br>
<blockquote>Serge Orlovsky: We have changed in so many ways, yet at the same time, our vision hasn't changed at all. The closeness of a small group of people can't be replicated when you have over 100, but there are many benefits and advantages as well. We've gone from one project at a time with a team of about 10 to 12 people to four simultaneous game projects with teams numbering over 40 at peak production.
<br>
<br>
When I started the company, I had to wear a lot of hats - manager, designer, programmer, accountant, even composer - I played some role in every aspect of development. All of these various responsibilities prepared me for my role as Executive Producer, which is the hat that I like the best. Because I have been in most roles already, I have a better understanding of who is making what decisions and what effects they will have - whether they are the project's strategic goals or the color of a character's clothing. It's nice to get nostalgic from time to time, but I'm more excited about where we're headed.</blockquote>
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<br>
I'd say it's nice to see a foreign developer who actually <i>uses good English!</i>