[Continuing a series of interviews with 2010 IGF Mobile finalists, FingerGaming speaks to Jetro Lauha and Jani Kahrama of developer Secret Exit, whose iPhone game Stair Dismount is competing in the Best Mobile game category, having won the IGF Mobile award for Technical Achievement.]
Before they released Zen Bound, the nearly indescribable puzzle game which remains one of the iPhone’s killer apps, Finnish studio Secret Exit worked on a series of physics centric, stair tumbling computer freeware games in Porrasturvat, or Stair Dismount (“the ultimate stairflight simulator”), and sequel Truck Dismount.
Seeing the player push a hapless Kubrick-alike, Mr. Dismount, down a flight of stairs in order to “inflict massive damage to every weak point!”, the game has more in common with their aforementioned iPhone debut than meets the eye, most noticeably being another technical marvel, the recent iPhone version earning the IGF Mobile Technical Achievement award.
Taking time out from working on their sequel to Zen Bound (“… we’ve been totally tunnel-visioned with getting Zen Bound 2 ready”) Stair Dismount mastermind Jetro Lauha and cohort Jani Kahrama took time out of their busy schedule to speak to FingerGaming about the development of their IGF Mobile finalist sequel, a whole eight years after it first saw release on the PC.
What is Secret Exit’s background in game development?
Jetro Lauha: We have strong background with practically all flavors of mobile games development, from previous companies our people have worked in. Still, all of our coders share interest for various platforms so we do have some insight about desktop and console platforms as well.
Can you tell us what development tools your team used to create Stair Dismount?
JL: We leveraged many open source libraries such as Irrlicht and ODE. The levels are authored with irrEdit accompanied by our own custom-developed plugin and postprocessing tools. The workflow could always be better, but in the end the choices we made have still saved us a huge amount of time. Without getting OpenGL ES port of Irrlicht from the community it could be that we’d never even have made the iPhone version.
How long was the iPhone version in development?
JL: About 3 months in full production leading to first release version. But before that there was many shorter periods of pre-production work which is harder to quantify, especially because the iPhone version codebase was directly based on earlier prototype running on desktop.



[In this interview 


Speaking today at a Game Developers Conference Mobile keynote address, ngmoco CEO Neil Young praised the iPhone as being “better than the DS, better than the PSP,” citing its always-on functionality and lack of first-party games as critical factors for mobile game developers. Chris Remo at FingerGaming sister site Gamasutra 













