Grand Prize Winner
Closure is a unique and stylistic puzzle platformer that takes the concept of light and shadow and twists it up into something never before seen.
You see, in Closure's dark and foreboding universe, the only things that exist are what you can see. An object properly lit up is physically there, yet an object shrouded in darkness ceases to be. Your character can take advantage of this by manipulating lights to effectively change the shape of the world you're in. Wanna jump through a wall? Well you can, as long as it's in darkness.
What was your inspiration for making the game?
The idea was pretty much a spontaneous thing one day. Our flash prototype was well enough received (and got almost 2.5 million plays) that we decided to take the game's concept and expand it out to full product it deserved.
How is your game unique from others out there?
Our bulky space marines shoot guns that shoot OTHER GUNS instead of just shooting bullets.
How long did it take you to make your game?
The flash prototype we started in October 2008, it took about 2 months to finish and was released in January 2009. The current version has been in development since march 2009, but we didn't go full time until the end of 2010. Its still not quite done yet, it will be about 3 years of total dev time by the time its out.
What was the hardest part about making it?
...everything? Ok to be fair, it's everything not related to actually making the game. Dealing with business, managing time+money, advertising, planning, trying not to go insane, etc.
Any other unique or interesting facts about your game we should know about?
When we release the game we will finally have closure *ba-dum tish*.
How did you pick the name of your game? Did you have any others in mind?
The name was inspired by Scott McCloud's book Understanding Comics. While working on the original flash version, we were both reading that book too and a chapter came up where he was discussing a concept called "closure" where the mind will complete an incomplete picture by filling in the blanks, and he mentioned something philosophical about how he sometimes thought the world behind his back simply ceased to exist. It was very coincidentally matched up to the core mechanic of the game we were working on, and hence the word "Closure" was a perfect fit.
Questions for the Team Leader
Currently living in San Diego, California
I went to Digipen Institute of Technology, Jon went to University of Maryland Baltimore County, we both went to school for 2 years before deciding to work on Closure full time.
What is your gaming background?
I grew up on Sonic the Hedgehog for sega genesis. Those games rocked. It's a shame they never made any sequels after the first few of them. Been making my own games since I was 11 though, and have been a long time contributor to Newgrounds since I was 14.
How long have you and your teammates known each other? What's the story behind how your team got together?
I've know Jon for a long time since we were both frequent visitors and contributors to the website Newgrounds back in the mid 2000's. I've known Chris for longer because he is my uncle.
What game or games are you playing right now?
Beat Zelda recently, been playing a lot of Dota 2 lately, and I play most indie games when they come out too.
What is your favorite all-time game?
What is your least favorite all-time game?
I'll give you a hint: you just lost it.
First video game system you owned?
Current system you spend the most time playing?
Current system I spend the most time playing is the PC, there's a huge variety of games on it, especially indie games, and those are my favorite ones. But I do still play all 3 consoles from time to time when a game comes out for them too.
When you and your team aren't making awesome games, what other hobbies are you involved in?
Same thing we do every night, try to take over the world.