Can you explain how you ended up making the iPhone game, Deal or No Deal: Around the World?
We developed Deal or No Deal: Around the World for I-play earlier in 2009. We put a lot of effort into the project and I think the quality level is very high. The difference compared to the previous editions is tremendous. As you can see, even Apple liked it, which is why the game made it into the Hot and Noteworthy section. How do you balance your work with the likes of I-play with developing your own games? Vivid has been doing work-for-hire projects since the start, back in 2003, even before we started to think about production of our own games. Right now, we have mix of work-for-hire and our own projects, which is good because this structure provide income from two independent streams which secure each other. However the most important thing is to keep a good balance between them. It is easy to get stuck with only work-for-hire projects because of the strong demand from publishers. This would lead us to having no resources available for our own games. But, what’s important is that