Who else was involved in the development and how did that teamwork element pan out?
Once Rolando graduated from hobby prototype to full-fledged game, I got in touch with Mikko Walamies (Rolando’s illustrator) and sent him over a bunch of videos, level layouts and screenshots. He’s based in Finland, and we’ve never met in person, but he’s been amazing – we really work well together, and our ideas always seem to be in sync. I put together a trailer video around the time of the App Store launch, and ngmoco got in touch as there seemed to be a great opportunity to work together. Its outlook on the gaming potential of the iPhone was very much in sync with my own. I met with them in San Francisco over the summer, and have had the benefit of working with the many talented members of their team. As well as providing valuable feedback along the production process, they’ve been able to provide some really great support and have taken care of a lot of areas of the production process (such as QA, localisation), which allowed me to really focus on creating the game. At what point