Interview with Chalk Creator Joakim Sandberg
Chalk’s been making the rounds in the indie-games blogosphere recently, and deservedly so. It’s a thoughtful, charming rail-shooter with an fresh control scheme. Instead of firing off bullets, you use your chalk to trace obstacles (thereby eliminating them) and deflect bullets back to enemies. It’s a simple concept with a mischievous learning curve. Sandberg’s done some work on a few GBA titles you probably haven’t played if you’re older than 12. But don’t be surprised to see this kid on the front lines of some triple-A titles in the future. I shot Sandberg some questions after falling in love with Chalk on Friday afternoon. He talks about the the game’s suitability to waggle (or something else, as he corrects me), the sorry state of indie gaming and a little bit about his take on game development.
Question: Where’d the idea for Chalk come from?
Answer: The idea for Chalk just came from me making a solid line engine and wanting to use it. Meaning, a line that doesn’t have (big) gaps.
Question: For me, the difficulty arced perfectly. By level four, things are really chaotic all the time, but I never felt overwhelmed. Is that something you had to test and modify as you went along, or did it just seem natural from the core design plans?
Answer: As for difficulty, I just tried to have more things happening later in the game. People tested and said where they died a lot, and how quickly they died, so I added things like checkpoints etc. I didn’t change much of the design of the levels from what they said, it was mostly some more health or so.
Question: Forgive me if this is cliche, but it’s hard not to think Wii when you first start scribbling around. Was Nintendo’s new focus at all an inspiration?
Answer: It’s not cliché for you to think Wii, because everyone else says DS.
DS was not an inspiration to begin with, but of course I thought about it later because it’s one of my favorite platforms. I always wanted to think of something that would work on DS though, since I thought a lot of other developers didn’t really try. Ironically that was my goal from the start with the game Tripline, but that game ended up being dependent on NOT being freeform drawing.
Question: This is a pretty polished product, and it’s great that the only barrier to entry is finding out about it. But do you ever think you could try to charge five bucks?
Answer: As for charging for games, I don’t really think I’ve made enough of a name for myself to be successful in selling something. I want to work as a game designer, but as I’m still alone and not that known, I’d rather release games for free so that as many as possible can play it and talk about it. Also, if Chalk was made as something to sell, I’d make a lot more content. There were ideas I skipped because they were pretty complex, or MMF2 would never be able to handle it, as is often the case with that program…
Question: The sound design seems like a big priority in this game. Do you ever build a stage around a song?
Answer: The only real design to the sound was to make important actions all have their own sound, and the more you collect on a line the higher the pitch of the sound. As for music, I didn’t create any levels listening to a song I made, because I made this soundtrack last-minute, in virtually one sitting.
Question: Your site says you’ve worked on X-Men 3 and American Dragon for the GBA. What’s more satisfying? Seeing your work in a high-profile retail SKU or producing a whole game that far fewer people will play?
Answer: When I work for money it’s 2D animation work… as you can tell from games I’ve released, animation is minimal. That’s because I really don’t like animating, and I find it ironic that’s what I’m working with within the industry. I do want to be a game designer, and making games and releasing them is much more satisfying.
Question: Are there any other indie PC developers your look up to?
Answer: I don’t really play other “indie” games. They’re usually all the same, unpolished or just boring. Some parts of the “indie scene” are too busy trying to make games art, and seem to be against the professional industry. It’s the professional industry because they’re professional. Just make games that have some nice gameplay, anyway. REALLY don’t pursue games like “The Marriage”… that’s not what game playing and game making are about to me, it’s fun, not contemplating why your wife makes you feel belittled when she forces you to do the dishes instead of watch the game.
Question: What’s next for Joakim Sandberg?
noneAnswer: As for what I’ll do next, I don’t know. At some point, if I can’t work a more settled job in the industry, I don’t know what I’ll end up doing. I really want to make games, but it’s a competitive industry.

14. July 2007 at 13:57
i always find it strange how some game makers expect people to find their games “special”, but then they themselves call every other indie game “unpolished or boring”. i’ve played many indie games that rips joakim’s games to shreds. why are certain game makers so ignorant and arrogant? shouldn’t they be encouraging of each rather than trying to tell us how bad everyone else’s games are?
14. July 2007 at 14:01
luckily HE is here to save us from the sorry state of affairs. lucky us.
14. July 2007 at 17:21
I don’t think he’s dissing everyone elses, but if you look at 90% of indie games they *ARE* “unpolished or just boring” so I think that Chalk deservedly sits in the top 10% of indie games.
Just because someone tells it like it is, doesn’t mean they’re arrogant. And where does he say his game is special?
And while you should encourage people, you should encourage them to play to their strengths. If they constantly make crappy games, then that ain’t their strength, is it? And rubbing their tummy and calling them a “good boy” isn’t going to help that situation.
14. July 2007 at 21:06
Well, he was asked who else he looked up to, then said basically, “no one, they’re all bad.” Which is not a 90% vs 10% thing; it really *is* dissing everyone else.
That said, I still like his game.
15. July 2007 at 06:04
[…] Et la deuxième interview à été réalisée par www.thegamechair.com. En voici un extrait : Question: This is a pretty polished product, and it’s great that the only barrier to entry is finding out about it. But do you ever think you could try to charge five bucks? […]
15. July 2007 at 08:50
Given the comments and my own experiences with the Wii, I’m glad this isn’t likely to show up there. One would have to seriously dial back the difficulty, and loosen up the controls for it to work on Wii. And it wouldn’t work then.
Saying that the indie games are ‘unpolished and boring’? If we wanted Polished, we’d go play the $60.00 PS3, and XboX games. If we wanted boring, we could go play Madden. (Apologies to the Madden fans.)
Boring is a subjective term. I personally find sports games uninteresting, and yawn worthy. Other people may find RTS’s the same. What this person, finds boring is likely very, very different from what I find boring.
16. July 2007 at 06:23
Hello, Joakim here.
Why are you taking my opinion as personal attacks? You all know very well more games than not are NOT good in the indie scene, same with the professional scene, but you have to admit you do see more “polish” in retail games because, you know, they have to sell.
I am not attacking YOU, and I’m not going to hold back my general opinion to say something I don’t mean.
16. July 2007 at 06:26
And Triaxx, don’t worry, Chalk as it is now is in no way a viable retail form.
16. July 2007 at 18:38
I’m not taking anything as a personal attack. I’m just saying that what you see as lack of polish and ‘boring’ I might find charming and entertaining. I don’t expect you to hold anything back, but I hold the right to disagree.
Most of the ‘polish’ in retail games, is simply that, polish, without adding anything really helpful to the game. Often series continually repeat, simply polishing up older titles to look new, occasionally adding a new engine, or some other minor improvement. At least independant games are interesting, instead of continual remakes of money makers.
17. July 2007 at 02:02
Being successful in the indie scene is always regarded as being a traitor - that applies for music as well.
I don’t think you’re arrogant : you’re talking about games likes the Marriage as a player ; but people keep seeing you as a game designer, and think you’re just dissing other indie game designers.
18. July 2007 at 18:21
I’m talking as one gamer to another. If I were talking as a designer, I’d be asking what he though made his game any less ‘boring and unpolished’ than the others.
19. July 2007 at 12:00
I feel like everybody’s expectations of production values are far too high for the small-time developers. Some things are going to be hard to look at, some are going to control too stiffly. But the core experiences or maybe just the ideals behind those experiences are the true crux of the merit among indies. I think ”Chalk’ has a lot to add to the greater discussion of gaming. But I think “The Marriage” does too.
19. July 2007 at 12:58
I know what you mean. But I watched the design and construction of the TASpring engine. And there were some fascinating features, that had to be scrapped because of time and stability. So no matter how many people there are working on it, or how long they have to do it, there’s still some things that get shafted.