Cameron Davis

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Krome “Proud” Of Party Animals, Australia Full Of Quality Devs

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12:30PM March 17, 2008 | Logan Booker

Gamasutra chatted recently with Krome Studios’ Cameron Davis, lead designer of Viva Pinata: Party Animals. While I can’t say I was a big fan of the game, Davis says he was happy with the end product:

I’m very proud of the game. I think it turned out exactly how I wanted it to be. The guys at Microsoft were really helpful, helping us get it done on time. They were happy with it. I don’t know what happened in the marketplace.

Davis also discusses the merits of the Australian developer scene. In the past, he feels the dollar helped coax publishers to our shores but now, the quality of work is what’s tickling the right places:

But ultimately, we just try to do the best quality we can; all the studios in Australia do, and I think that shows. I think it’s regardless of region; that’s become less of a barrier now.

Gamasutra has more with Cameron, if you’d like to hit the link.

Q&A: Krome’s Davis On The Pinata Franchise [Gamasutra, via Blue's News] More »


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Party Animals Invents…Button Mashing?

4:40AM August 3, 2007 | Kotaku US Edition

In an online interview, lead designer Cameron Davis talks about the upcoming Viva Pinatas: Party Animals for Xbox 360. Having enjoyed the first Viva Pinata game, I’d been optimistic about the new title. But knowing what I know now—the groundbreaking controls in the new belching minigame—I’m ecstatic: The core idea of it was that I wanted the player to use the controller in a new way, and hitting two random buttons as quickly as possible was just the ticket.

Other innovations are said to include a menu system, colour graphics and…if we’re lucky…a pause feature that freezes the game in progress. For those with callused thumbs, a demo should be hitting LIVE shortly.

PinataIsland.info interview with Cameron Davis [pinataisland]

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