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Independent Game Festival Finalist: Brian Watson Profile by Jay Watamaniuk
How long have you been working with Neverwinter Nights?Brian: Since the day it was officially released. I couldn't wait for it. I've loved adventure building tools since Adventure Construction Set on my Commodore 64. So, I was eager to make some modules with NWN, but it took a while to learn what was possible, and to really get into form. Is this your first module?
What is the IGF? What is the story of getting into the finals?Brian: I didn't know much about the Independent Games Festival before this competition. They are affiliated with the Game Developers Conference, and were established to promote innovation in independent game creation, including user-created modifications ('mods'). I was alerted at the last minute by the chairman of the IGF modding competition. I seriously debated paying the entry fee; I didn't know what would really come of it. But I'm glad I took the chance. It's nice to get a bit of recognition from the community, and this encourages me to think about future projects. Can you tell us about Runes of Blood? What do you think caught the attention of the IGF judges?
I hoped Runes was accepted as a finalist because it is a substantial adventure with a good amount of choices and surprises waiting for the player, and also because of the small amount of completely original custom content that was created for the module. What are you working on now?Brian: I'm currently working with a third-party studio on a premium Neverwinter Nights module in the tradition of Baldur's Gate. It's a team project, and I've been working with several other designers to create some great locations and key new features. I hope it will be ready soon, to be enjoyed by the community, and that it is received well. ~
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