Sumo Q+A

They changed from gremlin to sumo and are sheffield based.
They've worked on licensed games like virtua tennis, doctor who etc.
Punk philosophy was a big influence in his behaviour, he admired the do it yourself attitude and lived his life by it, doing his own exhibitions, being sociable amongst potential clients.
The normal approach to the industry is to specialise in a platform, Iphone/Ipad
It's possible to teach yourself skills to publish your own titles on these kinds of platforms as they are much more simplistic.
In Sumo the team is roughly 50/50 art to programmer types.
Character development and story are very different things in gaming,
Narration is good as it's easy listening but it's often annoying if you accidentally skip it.
The Ui designers within Sumo are essentially graphic designers.
Advice to:
3D modellers- make relatable objects to better impress potential clients showing that you have a knack for realism.
2D- be informed about all types of styles and themes to impress clients.

Indie companies usualy form as a result of both an artist and programmer or other compatible roles that can accomplish finished products.

Within gaming it is often better to deal with emotions with actions rather than narrative which in essence create the narrative of the game.

The kinect was not really worth investing time into as it was so unpopular.

His most annoying gaming related thing is that the sega allstar game requires that every single studio who works on the characters must be contacted and shown the work of Sumo for the OK, this slows down the process and the changes the studios demand must be met otherwise the characters cannot be used.