Interviews

Top  Previous  Next

Joerg Henseler from Suricate Software took the time to answer our questions:

Q: Who is Suricate Software?

A: Suricate Software has two members: Rémi Valantin and Joerg Henseler. We are both 35 years old and in computer games business since ages (early 90s). We started our Suricate Software team in August 2000 as we met Sammy Suricate. [;-)] We cooperate with some freelancers who do additional works for us such as models or textures. Currently a modeller works full time on our next game and might become member of Suricate Software.

 

Q: Why have you decided to pick this name?

A: We seeked for a hero for our first game (Sammy). First we wanted to use a monkey or a rabbit, but then Rémi came up with a cute picture of a Suricate and we decided to let Sammy be a Suricate. And as we were looking for a name for our small team we thought that Sammy is our mascot and therefore we choosed the name Suricate Software.

 

Q: What did you do to have PC Games reviewing your game?

A: The press work for Ploing2 is done by our german distribution partner Astragon. They submitted the retail version of Ploing2 to several german magazines, including PC Games. Fortunately PC Games printed a review of Ploing2. By the way: GameStar (the second biggest PC game magazine in Germany) also printed a review.

 

Q: Can you name a few awards received by your games that made you feel proud?

A: Of course we are proud that we won the Conitec contests. Together with the original Ploing (which is Rémi´s work only) we won the last three contests and that is a good motivation for going further developing with Acknex. Besides that, we are very proud of the Tucows ratings (highest rating for Ploing2 and 4 cow rating for Sammy). Seeing Ploing2 in CNET´s spotlight also was great. Our games Sammy Suricate, Ploing and Ploing2 can be found in download archives all around the world with good ratings. Recently Ploing2 was reviewed by some leading german computer magazines such as ComputerBild and PCGames and it received quite good reviews. Taking in consideration that these magazines review high end computer games, we are very proud to receive average ratings among those.

 

Q: What tools are you using for the textures, models and sounds in your game?

A: We create models with 3DsMax 2.5, sounds with Soundforge and Cakewalk and textures with Photopaint.

 

Q: It looks like you're the publisher for your games. Have you managed to sell enough copies this way?

A: Depends on what you mean by 'enough'. Enough to buy a palace and stop working? No. [;-)] Enough to make a living from that money? Well..., it´s pretty hard to survive as independent games developer/publisher. We sell enough to make a living from our games, but therefore we work full-time on games. And full-time really means 'full time' (including weekends). We are optimistic that we will establish as independent developer/publisher and might work less in future. Anyway: making games is more passion than it is a 'normal' job and therefore we are willing to work harder. Plus: being independent game developer/publisher is some kind of dream come true.

 

Q: Will you continue to use the Acknex engine in the future? Why?

A: Yes. Acknex is a good engine for a reasonable price. It is well supported by Conitec. There are certainly a few other 3D engines available which let game developers produce good results, but as long as we can realize our games with Acknex there is no need to invest time in 'learning' to handle another engine.

 

Q: Given your experience in this field, what sale - increase techniques would you recommend to the lone wolf?

A: It´s hard to survive as the lone wolf if you want to live from the money you make with games. Especially to do the development and business part alone. We recommend to join a team or at least focus on the development itself and let others do the business stuff. It´s too much work to handle all aspects of game developing (from development to distribution) by just one person. Just in case somebody is interested: we will enhance our business and will cooperate with other developers in future. They do the development and we supply them with knowledge, artwork, models, sounds or whatever is needed. Plus: we do the business part. If this kind of cooperation is of any interest for somebody who reads this, please email business@suricate-software.com .

 

Q: Do you plan to release a new game in the near future?

A: Yes. It should be done in summer.

 

Q: Can you give us a few details about it?

A: No, sorry. It´s too early to give details.

 

Q: Do you have a few tips for the newbies?

A: Start with a very small project and FINISH it. The hardest part of making a game is to finish it. We guess about 80% of all games that have been started never will have been finished. And when we look around in the forum we know that this estimation is true. So: start a small project, finish it, take the experience you made and start a slightly bigger new project.

Thank you.