Cuthbert on StarFox's story, interest in returning to the series, Miyamoto's 'cutting' personality, and a surprise
A portion of a GAME (community submitted) interview with Dylan Cuthbert...
GAME: I am very eager to get into the games industry and create really powerful and innovative games. I see this as a storytelling medium and I was hoping you had some advice about how to go about making successful games.
DC: I remember many years ago when I presented an idea for a game with elaborate concept art and a strong storyline to Miyamoto-san at Nintendo and he quickly rushed through the document and then said “ok, and where’s the game?”. He then went onto a bit of a rant about how games should be made from a core concept and only vaguest of story concepts, and then once you find the core of the game you start layering on the story and the world, and he used Zelda as an example of this. Thinking back to StarFox too and it was similar; we developed the game without any sign of intrepid furry space explorers for the first 70% or so, and then suddenly POW!, “let’s put a fox in the concept and make it a saga about his missing dad and the fight against Andross” and it sewed the game up nicely.
GAME: In your many years in the industry, you've obviously seen a lot of changes and advancements, but has anything really, truly surprised you?
DC: Over the years hmm… the spec for the PS2’s graphics chip when it was first revealed to me was pretty damn mind-blowing. The visual quality that HDMI brought everyone was a great move, perhaps not that surprising though. Mmm.. Sony joining the console market back in the mid-nineties. Sega exiting the console market. Nintendo going 3d with the 3DS was also a big surprise. I’m hoping we can give everyone a big surprise next year actually, keep your eyes peeled.
GAME: Dylan, Do you think you'll be working on the next Star Fox game? If not, would you like to work on it?
DC: I like to work on a variety of games or life gets a little boring! Star Fox is a great world and series of characters and one day I’d definitely like to go back to it and expand it further.
GAME: Which industry figure do you take most inspiration from?
DC: Most definitely Miyamoto; his private face is different to his public face, and his style of chasing ideas and cutting through bull**** is brilliant – internally he’s kind of like a slightly more friendly Steve Jobs but just as cutting.
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