Recently I blogged about an exciting new music iPhone app called Lilt Line. I thought it would be interesting to catch up with it’s creator Gordon Midwood for a quick chat to find out a bit more about it.
Previous interviews I’ve done for full articles I’ve written have all been done over the phone, but I thought it might be fun to doing something over Twitter this time round. I’ve seen a few so called ‘Twinterviews’ recently and it’s an interesting concept. I like the idea that the interview takes places in public. It encourages people to follow both participants in the ‘twinterview’ and by using #hashtags the whole thing can be searched and read in its entirety. We used the hashtag #bytsz1 and I’m thinking of maybe extending it into a series.
There were definitely some downsides however. I initially thought that doing the interview over Twitter would make it short, quick and snappy. I couldn’t have been more wrong. It actually took over an hour! For some reason I thought that Twitter was realtime but it took anywhere from 5-10 minutes for a reply to show up. One improvement could be to actually do the interview over the natural course of a day. Your thoughts and feedback would be more than welcome.
Anyhow, here’s how the interview ran. Or you can see it on directly on twitter here: http://twitter.com/#search?q=%23bytsz1
haynes_dave: So describe Lilt Line to me in 140 characters
differentcloth: lilt line is a massively single player rhythm racing tactical beat ‘em up hack’n’slash dubstep space flight simulation
haynes_dave: That’s different! When and how did you first come up with the idea?
differentcloth: i love rhythm games and always wanted to make one - i also love original games - & i dont like guitar hero!
haynes_dave: it seems deceptively simply. How long did it take to put together?
differentcloth: um, deceptively long, about 4 months!
haynes_dave: and do you develop games full time or are you one of the new breed of bedroom app creators?
differentcloth: i have a full time job, it’s very much a hobby, so i am one of the new breed…
differentcloth: so i made lilt line mainly between the hours of 12-4 in the morning which is probably why it turned out so dark
haynes_dave: this is probably the first ever game to purely feature dubstep. Are u a big fan or did it just suit the game’s vibe?
differentcloth: i love all kinds of discordant music, but actually a friend put me on to 16bit and they just fit perfectly, so good…
differentcloth: & i’m really happy that it’s the first dubstep music game too!
haynes_dave: so which came first, the music or the game?
differentcloth: the game, 16bit came on board later, but their music influenced the style massively and determined the level design too
haynes_dave: so do you see new levels, with new artists and new genres? Or will you move onto new projects entirely after this?
differentcloth: well i’d like to do an update for the app with a few new levels and possibly a new game mode when i get some time
differentcloth: if lilt line turns out to be a commercial success then i’d love to do a tapulous with it if that’s what you mean
haynes_dave: and what’s the reaction been like to the music? Do you think the game is helping drive sales or attention to 16bit?
differentcloth: and then i have loads of experimental game ideas i want to try out too - but whether or not i do it on the iphone…
differentcloth: ppl generally love the music - there are a few that hate it too - but when u do something different that’s how it goes
differentcloth: and i hope it does drive attention & sales to 16bit because they are brilliant
haynes_dave: you mention commercial success so I gotta ask. What’s more lucrative? Releasing a music-app or album on iTunes?
differentcloth: haha interesting question that i guess many music execs are asking themselves right now
differentcloth: however so far i have yet to recoup my costs from sales of the game - but its a hobby not a commercial venture
haynes_dave: and do you think labels and artists should be releasing music as iPhone apps? If so, in what sort of form?
differentcloth: if it was a commercial venture i probably would have had to make it a lot more mundane
differentcloth: as i see it, the music industry is scrambling to try and find revenue anywhere, so they’d be stupid not to try
differentcloth: there are so many forms music apps could take, i hope that some cool original games come out of it
haynes_dave: and so how do independent artists connect with independent game developers such as yourself? By chance?
differentcloth: not sure how to answer that in general, if anyone’s interested just drop me a message though!
haynes_dave: Finally, any fave apps you think are really creative or innovative? Either game or music. Personally I love Eliss
differentcloth: yep i’m with you there, Eliss and Edge are my favourite apps - thx for the interview!
haynes_dave: cool, thanks for the chat! Everyone following should check out Lilt Line on iTunes at http://bit.ly/liltline