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    Makin’ Bacon – Bacon Interview with Phillip Stollenmayer

    Appolicious: What got you started as a mobile developer?

    Phillip Stollenmayer: I made my first game for the course “Interaction Design”; it was the third semester of my communication design studies. We were running out of programmers, so I decided to learn [coding] myself. It was a game about a frog, jumping with the impact when you hit beside your phone.

    APP: Since then, you’ve got a wide array of mobile titles under your belt as a one-man team. What inspires your work?

    PS: I can’t really say that anything inspires me the most, I’m just constantly thinking about what I could do next. So a microwave can be as inspiring as an artwork.

    APP: What is it about physics puzzlers in particular that draws your interest?

    PS: I think it’s that we already know something about how the world inside the game has to work, because we know physics from the real world. So the player is already one step ahead, compared to a game where you have to learn everything from scratch. Then I have enough freedom to push other things in focus – in many of my physics games, it’s the ridiculousness.

    APP: Speaking of wonderful ridiculousness, how did Bacon come to be? Was it the same concept from start to finish?

    PS: Bacon is the third part of the food series, the first two parts are already a few years old. I always wanted to make Bacon – The Game, but I didn’t have any idea for the gameplay. When it came to my mind randomly one night, I couldn’t sleep any more because I was so excited to get this started. And from then on, the concept didn’t change at all, which is unusual for my workflow.

    APP: What’s your favorite level in Bacon?

    PS: The level where you have to put bacon on the permission to use the camera prompt. It’s the point when Bacon breaks the fourth wall, and reveals that it is not just another high score chaser.

    APP: What would you say, in your opinion, is the key to Bacon‘s success?

    PS: I didn’t make any compromises, and had super much fun designing the levels. I think that the player feels that when they pay attention to the details. It’s not a game that takes itself especially serious, and that is refreshing in a domain of maximizing revenue.

    APP: Finally, what advice do you have for other aspiring mobile developers?

    PS: [Your] first games are almost never successful. Only a few are blessed with the gift of being able to create perfect games without any know how. Many devs put so much effort in a child that has already been born dead. You should have the confidence to move on to the next project, and learn from [past] mistakes.

    For more on Bacon, be sure to check out our review!

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