advertisement

Q&A: Aegis Wing interns take flight

Two of the three student designers of Microsoft's free Live Arcade game talk about their inspirations and experience making the arcade-style Xbox 360 shooter.

Microsoft has positioned the Xbox Live Arcade as an even playing field to showcase a wide variety of offerings from big publishers and small unknown developers alike. Aegis Wing, set for release on the Xbox Live Arcade tomorrow morning, represents both.

Publishers don't get much bigger than Microsoft, but developers don't get much smaller or more obscure than a trio of students who designed Aegis Wing during a three-month internship with the Redmond, Washington-based company last summer.

The end result of their toil (with an assist by Carbonated Games) is a side-scrolling shoot-'em-up with a heavy focus on cooperative online or offline gameplay for up to four players. What's more, Microsoft is making Aegis Wing available for free to all Xbox Live members. While a Microsoft representative told GameSpot the company won't ever charge for Aegis Wing, it might not be available forever. However, he did say it would get at least a couple of weeks on the service.

The three interns--Matt Monson, Danny Dyer, and Scott Brodie--have parlayed their experiences into career opportunities. Monson graduated from Texas A&M and now works full-time at Microsoft's Turn 10 Studios (developers of the Forza Motorsport series). Fellow Aggie Dyer is finishing up at A&M and considering grad school, but he has accepted an internship at Turn 10 in the meantime. A recent Michigan State University graduate, Brodie has gone to work for Carbonated Games, the team behind the Live Arcade version of Uno and the studio that helped finish Aegis Wing.

GameSpot had a chance to speak with Dyer and Brodie this week about their experiences on Aegis Wing and what's going through their minds with the imminent release of the final product.

GameSpot: Was designing and releasing a full-fledged Xbox Live Arcade game on the internship description when you applied for it?

Scott Brodie: Yeah, it was. It was not necessarily in the direct description. It was just sort of "Let's make an XBLA game," and that sort of implied releasing it. We didn't find out until we got here that we'd also have the ability to develop an original IP.

Danny Dyer: I'm not sure we ever really intended to release something in three months, but we tried to get as much as we could done toward a playable beta. I don't think we ever thought it would be released after three months, but we were definitely shooting for that.

GS: What were your inspirations for Aegis Wing?

SB: Aegis Wing is a mix of a Gradius-style shooter with the goal of a co-op shooter. One of the first things that came to mind was the Voltron-style connection mechanic; the main feature of the game was the multiplayer. The idea was to take the 2D side-scrolling genre and add in a more collaborative mechanic that would feature the concept we wanted of people working together. So it stems from that basic idea of letting you and your friends form a big machine like Voltron together.

GS: You mentioned Gradius, but having played just the first level on the most basic difficulty, it seems like Aegis Wing throws a good deal more at you.

SB: It definitely has a little bit more of a hardcore spin on it--more of the "bullet hell"-type shooter portion to it. I don't know if that wasn't the original intention, but it ended up fitting well with the number of enemies we had and the way the game was playing. We wanted a specific reason for you to detach when you were attached as a group, [and that is] so you have to dodge.

GS: How different is the finished product from what you originally set out to do?

DD: I think it's quite a bit different, maybe not completely. A lot of the stuff is pretty similar, but they took out a lot of features that we really spent a lot of time on and were the main focus that we put in. I think it makes the game simpler and makes it a lot easier for more people to play. I can still see it's the same game, but it's definitely missing some of the things that we put a lot of effort into.

SB: And in many ways, that's game development at the end of the day. We had a very limited time schedule. I wouldn't necessarily say it was a total knockdown, but it was good advice in the sense of, "Let's make this game accessible, and let's make sure we can get it done." The decisions were made for positive reasons for sure.

GS: Can you give an example of one of the features that you would have liked to put in but had to cut for simplicity's sake?

SB: The major feature was the robustness of how you could attach [your ships together]. You could attach in a wider set of configurations. But the final version is either attach or don't attach, which actually works out to be pretty cool. It makes you have to think less about that, but it also reduces some of the strategy.

GS: What were the biggest lessons of going through the design process of this game?

SB: Working within a tight schedule, sure, but specifically thinking about what we should keep or stay true to the genre so that the players could have something familiar, but also add a new twist in. The question was to what degree we could innovate within this short time frame. I think the biggest challenge was the scoping issue, overall. Do we have multiple weapons, all these different forms? It was just paring down the feature set, because we all had a lot of ideas for how we could innovate within the shooter space.

GS: Online lag has ruined a number of games dependent on sensitive timing, and old school shooters are pretty sensitive about that. How did you address that, especially for four-player action online?

DD: That was one of the things that became a problem throughout the whole project. There were many times where we thought we had something that would work but we realized it wouldn't work in all cases. We made certain decisions about how you're able to attach and things, so it takes care of itself when you're playing online. It was something we definitely struggled with the whole time, though.

SB: I would say that we were lucky to have the support of great development and programming mentors that really helped us through these problems.

GS: Have either of you ever "shipped" a game on this scale before?

SB: I've shipped two games in smaller roles. I worked on a game called Alter Echo that was released for the Xbox and PS2. That was my first design internship, and I was a design intern. I also worked on Galactic Civilizations II. I was basically a 3D modeler on that project. Those were great experiences with established companies that prepared me to come out here and work on Aegis Wing.

DD: No, I had never worked on a commercial title before.

GS: How are you feeling with so little time to go before people get their hands on it? What's going through your mind right now?

DD: We're really hoping for good feedback and hoping people like it. I don't know...I just can't wait to hear people's feedback on it and hope they enjoy it.

SB: This is definitely a larger scale [for me], at least in the role I played in the project. I'm definitely excited to see how it plays out. And being a Live title, I'm looking forward to playing with people online and seeing their reactions and how they actually play the game.

61 Comments

  • athenian29

    Posted Apr 9, 2009 1:07 pm PT

    Is this still on XBLA?

  • SPD_WeBmAsTaH

    Posted Oct 15, 2008 8:07 pm PT

    Lol, that ship looks like a sneaker with some tin foil slapped onto it.

  • theKSMM

    Posted Jun 3, 2007 8:01 am PT

    I can't be mad at a free game. I'm looking forward to actually having the time to play this game.

  • DarqFlare

    Posted May 24, 2007 7:11 am PT

    Pretty good game, really. If you get a few friends together, you can knock out many of the achievements quickly.

  • fanboy_killa

    Posted May 20, 2007 10:27 pm PT

    IMO, this game is very cool. i like it more than i thought i would. good job guys!

  • unreal_master

    Posted May 20, 2007 2:04 pm PT

    lets see this game open up alot more content

  • offspring422

    Posted May 19, 2007 8:01 pm PT

    To all you who are complaining about this game, do you guys realize how ridiculous it is for three college juniors/seniors (not professionals) to do this as a summer internship project? I'm at the same stage in my career, and I have to say that this is incredible, especially when you consider the multiplayer component. Lag is ridiculously difficult to deal with from a gameplay development perspective. Props to the interns.

  • myles04_2004

    Posted May 18, 2007 4:30 pm PT

    a very good game since its free, so I hope we get to see more free games like these

  • Pwnosaurus_Rex

    Posted May 18, 2007 4:00 pm PT

    awesome game if you aske me, both single and multiplayer, and insane mode is seriously insane lol

  • murrayftw

    Posted May 18, 2007 10:50 am PT

    game is fun and worth the price of admission (free).

    had a great time in the multiplayer insane mode (great with 3 other friends flying around, grouping together to get points and kills)

    only gripe is that the game is very short and the bosses aren't as hard as they could have been.

    Otherwise great game by these people!

  • conkertheduke88

    Posted May 17, 2007 3:22 pm PT

    This game was a blast... i really enjoyed it while the halo 3 beta is gettin fixed... free achievments =)

  • ShawBrothers

    Posted May 17, 2007 11:11 am PT

    Played for awhile last night its fun. It is better to play with coop online but if your looking to rack up a good score then play by yourself, almost got 180k score last night but died at the very last boss. It really isnt that tough once you get the controls down and the power-ups are blanced very well. People complain how you cant select more then one at at time but that would make it far to easy if you had three different power-ups to select from. Your also always coming across them so there not rare or anything to come by.

  • PelekotansDream

    Posted May 17, 2007 7:20 am PT

    Its boring on single player but the multiplayer gets quite fun and crazy. A good download.

  • onthe_dl

    Posted May 16, 2007 9:35 pm PT

    looks fun, it's on my hard drive already but too bad i'm downloading the halo 3 beta through crackdown, i wish i had the option to play it while i downloaded it

  • comthitnuong

    Posted May 16, 2007 4:05 pm PT

    It is good that this is free. I have it already and should play it soon.

  • Tranceplant

    Posted May 16, 2007 2:18 pm PT

    I played it and it's good. Short but it's okay since it's free.

  • Poltergeist13

    Posted May 16, 2007 12:34 pm PT

    Just downloaded this morn'. Great game and being free is even better. WTG MS.

  • MfumeRising

    Posted May 16, 2007 10:02 am PT

    So, if you are an intern for Microsoft your game gets rushed to market...what about true indie dev teams that have undoubtably made better games than this which will probably never see the light of day.

    Oh well can't complain too much, free game. A 4-player co-op game is a serious proposition for fans of old-school...looks like kind of a subpar effort. When games like this come out, it sort of dashes the hopes of those of us waiting for the real deal. Example: we all know that a better version of Mini Golf isn't going to be hitting XBLA anytime...the same can now be said for original shooters.

  • Yuck_Too

    Posted May 16, 2007 10:02 am PT

    --Hvac0120 --
    Once you download a title from the Market Place it gets flagged as you "owning it"

    Then at any point you can download it again regardless of if you deleted it, lost a HD or upgraded.

  • Hvac0120

    Posted May 16, 2007 9:22 am PT

    Haven't gotten a chance to download it since I am at work. Looking forward to trying it out.

    What happens if we download the game, then our console breaks, then when we get it back the game is gone from the Marketplace....forever...

    has MS decided on a plan for that?

    That sure is one heck of a mark on these guys resumes. Seriously, putting out a production game made specifically by interns! That is good experience, even if a "REAL" studio helped finish the product.

advertisement
Click Here
advertisement
Click Here
  • Downloadable Game

Game Stats

  • Rank:
    15,146 of 79,527
    (down by 2,196)
    X360 Rank:
    976 of 1,941
    Tracking:
    783 Track It»
    Wishlists:
    36 Wish It»
  • Player Reviews:
    112
    Player Ratings:
    1566
    Users Now Playing:
    155
  • Number of Players:

    1-4, 4 Online | Offline Modes: Cooperative | Online Modes: Cooperative

  • Top 5 User Tags:
    1. aegis wing
    2. carbonated games
    3. arcade
    4. xbla
    5. aegis
  • Everyone Rating Description

    Titles rated E (Everyone) have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. Learn more

Games you may like…

Users who looked at content for this game also looked at these games.

See More Similar Games