Snake Hill Games is an independent games development studio based in rural Victoria. Thus far, their efforts have focused on novel technology for 2D games.
Snake Hill Games members Ahmad and Finn
Snake Hill Games members Finn and Ahmad will use the 6-month funding period to develop algorithms for non-player character AI and movement, that can navigate procedurally generated and irregular environments. This will allow for realistic behaviours previously impossible in this context and provide interesting and dynamic gameplay in levels which have not been created by a designer.
What does being awarded a Creators Fund grant mean to you?
The importance of this grant to our team cannot be overstated. It gives us the ability to focus on our passion for making games, and a substantial leg up on all future projects. It is also extremely validating to have our work recognised by not only the Victorian games community, but Victorian arts as a whole.
How important is 'time' to you, as an artist/creative professional?
For us time directly equates to progress and quality. As a small independent team, we are usually self-funded by other work and it can be difficult to find the time to dedicate to our game projects. The ability to work full time for 6 months on this project will give us a powerful tool that in other circumstances we may not be able to justify developing. This will not only allow us to spend our time more effectively in the future but also allow us to create higher quality experiences.
What are you most looking forward to over the months ahead?
The opportunity for open-ended experimentation. It can be hard to justify working on difficult technical problems in games, because you can't be sure what kind of solutions you'll end up with and how well they'll fit into a particular project. Having the freedom to try a lot of approaches and seeing where they take us will hopefully let us build a useful toolbox of techniques for a variety of projects in the future.
Where would like to see yourself at the end of this process? How do you anticipate your career will develop as a result?
We hope our research gets us a much better understanding of which common problems with 2D platformer navigation are solvable, how, and at what cost. We can then design current and future creative endeavours around that knowledge, and plan development with much less guesswork. Apart from reducing risk, this could mean exploring mechanics that have previously been out of reach.