Oliver twins defend Dizzy Returns Kickstarter

Oliver twins defend Dizzy Returns Kickstarter
Craig Chapple

By Craig Chapple

November 27th 2012 at 2:00PM

Blitz founders claim the project will require at least 12 developers working over six months

The Oliver twins have defended their decision to take Dizzy Returns to crowdfunding site Kickstarter.

Launched last week, the development veterans have asked for £350,000 to fund the project, and at the time of writing have raised £16,965.

While it has been suggested by some that The Oliver twins, backed by their own studio Blitz, do not need the money from crowdfunding, the pair have expressed their reasons for asking for the investment.

They said that while £350,000 may seem like a lot of money to make a Dizzy game, their studio fell between those developers who required tens of millions of dollars and indie devs who generally needed very little in the way of funding.

A statement from the Oliver twins said that the Dizzy Returns development team would be formed of at least 12 people, and would take around six months to make, with the game more than five times larger than the original games, featuring over 200 puzzles.

If successful, the game is also set to include fully voiced characters and “console quality” graphics.

“At first glance it sounds like a lot of money to develop a game,” read a statement from the duo.

“Saying that, teams of hundreds of people at large studios create triple-A titles for consoles and PC and spend tens of millions of dollars in the process. It's also true that games can be made on a much smaller budget. There are independent developers creating mobile games for a fraction of that cost, sometimes individually or in small teams of just a handful of people.

“Our company, Blitz Games Studios, is somewhere in the middle of those two extremes, employing over 200 talented and creative people, with game teams typically made up of anywhere between ten and 70 people.”

The statement added: “At its very simplest the cost of making any game is a combination of content, people and time; the more content there is in a game, the more people working on it and the more time spent adding and polishing features will always mean a higher cost.

“We believe that £350,000 is a realistic amount that reflects the number of people, the amount of time, and the amount of content we want to dedicate to Dizzy Returns."