
Last week during GDC, our new game, Miami Heist, was released with a great reception—our website and blog were temporarily down (presumably due to high traffic—sorry for the inconvenience!), and we’re excited about the all great response the game’s received so far.
So we decided to do an interview with Lily, Sifteo intern and game artist at 5 Sided Square, the group of developers who made Miami Heist. Read on to see what she has to say about the latest Sifteo game!
What was your role in the making of Miami Heist?
I was a coproducer and 2D artist. I did some producing but mostly I focused on graphic design and interaction design (UX). I handled a lot of the interactions for the game on the cube and I made all the print components (the board, buildings, cards, and tokens).
What was 5 Sided Square’s goal when undertaking this project?
Our objective was to make a finished, polished product. We started with just the idea to make a board game for Sifteo cubes—a take on Sifteo’s multiplayer tabletop experience—and we went from there.
Why Miami??
Good question! Basically because—and we’re drawing from Wikipedia here—Miami became a major hub for drug shipping in the 1980s, and all this illegal activity and ill-gotten money changed the city’s economy. Luxury car dealerships, five-star hotels, swanky nightclubs, and other major commercial developments started popping up all over the city. Miami had become very wealthy as a result of crime. It’s an interesting and weird recent history that seemed appropriate for our game concept.
Tell us about the characters in the game and the crime families they represent.
We wanted families. Instead of playing as a lonely criminal, we wanted the players to have backing, which is why the characters in the game are the heads of their respective crime organizations. This need to have a crime family instead of just an individual is something that came from expanding the game from the Sifteo cubes into a tabletop board game experience. Being able to select who is on your team is really interesting for the game mechanics.
On the cube, you just choose one character to play as, and this character represents a leader. In the board game version, each family has 4 different kinds of characters and they have special abilities that let them do specific things in the game. There are names on the cards for each character—the Insider, for example, can move the armored trucks.
Playing with just the cubes, the thing you’re going after is money; in the complete board game, there are three things: money, power, and family. The money still exists on the cubes, but on the board buildings represent your power in the city, and the cards your family. These are three things are the three winning conditions. (So the important difference between playing on the cubes versus playing on the board is that in the board game you don’t have to have the most money to win.)
What was the greatest challenge in making this game?
Finding a game that uses the Sifteo cube interactions appropriately in a short amount of time was definitely the hardest thing. Since it was a school project at the Entertainment Technology Center, we had just 12 weeks to develop the game. Halfway way through, we had 5 different game ideas and none of them were really nailing it. This was pretty stressful!
The concept out of which Miami Heist evolved was meant to be a tech demo. Back then it was called Thief and was much simpler—kind of a rock, paper, scissors thing. It was risky to go with the tech prototype and hard to justify going with the very first idea we generated.
Game ideas typically start big and you chop away until you arrive at the really fun part and everything else falls away from the design. We did the opposite: started small with the Thief concept and elaborated the idea into what is today Miami Heist.
What was your favorite part of the process?
My favorite part was when we finished and everything came together and it was really a fun game. Even other people found it fun! That was very gratifying.
We knew we wanted to have the three components, or winning conditions— money, power, and family—and all 3 game designers took one part to work on and design separately. We sit next to each other and we see each other every day, but dividing the labor like that is still another kind of design risk. Even if the parts work perfectly alone, it’s still hard to gauge what they will be like when they all come together.
Watching it come together was like magic.
Cool
. Thanks, Lily and the rest of the team at 5 Sided Square! If you have any questions for them or comments about their game, leave them below! They’re happy to get back to you. Thanks for playing!