While the mechanics behind Damp Gnat's Wonderputt might be loosely based on real-world mini-golf, the game's aesthetic is anything but.
Using a refined, isometric style, the game combines seemingly random visual elements such as UFOs, submarines, natural disasters, and more to create a surreal golf course in which anything can happen.
With such a unique and charming visual style, the game has earned a nomination for an Excellence in Visual Art award at this year's Independent Games Festival.
Prior to releasing Wonderputt, the man behind Damp Gnat, Reece Millidge, developed games including Odyssey for the Amiga, as well as Flash games such as Icycle and the ad-based golf game Adverputt.
In honor of Wonderputt's recent IGF nomination, Gamasutra spoke with Millidge to learn more about his animation background, his approach to indie development, and much more.
What background do you have making games?
I was inspired by the fact that when I was seven years old my father created & self published an educational game for the BBC Micro. So I was exposed to games since the Chuckie Egg days. Growing up I made all sorts of half finished curiosities with AMOS for the Amiga 500. Thankfully I teamed up with friend Chris Mullender to make Odyssey for the Amiga while at college.
Unfortunately it was released just as the Amiga made way for the rise of the PC. After that, a fan letter to Peter Irvin of Exile led to work experience at Frontier Developments for David Braden of Elite, two godfathers of early games in the same place!
I dedicated the next 15 years to study and work in animated films and commercials where I was privileged to learn skills across most media. I soon realized I was incubating more ideas for games than animation, so it was only a matter of time before something accessible to the individual came along. Flash was the perfect tool, Icycle was the result and before I knew it I'd become a full time indie developer!
How long have you worked on Wonderputt?
Initially I had estimated a two month production period, but it ended up taking almost six months over a year period between contract work. This happened mainly because the game outgrew the initial concept and size.
How did you come up with the overall concept?
After the positive response to Adverputt and requests to host the game, it made sense to re-use the game engine to make a version for a wider audience with a rich and animated environment, free of integrated brands. So it started out as just a re-skinned version of Adverputt but with some customizable functionality.