Dylan Cuthbert is probably best known for his work on Starfox. However, he's also the president of Q-Games, which is where James Mielke was working at when he came up with the idea for BitSummit. Without the support of the folks at Q-Games, BitSummit might never have gotten off the ground. Cuthbert has answered some questions for us about BitSummit, talking about his own and Q-Game's involvement as well as how BitSummit has grown.
As the president of Q-Games, you've been involved with BitSummit since the beginning, right" What was your initial reaction when the idea for running a Japanese indie-centric event was brought up"
I thought it sounded a great idea as long as it didn't cost us too much time and money! It of course has ended up costing us quite a bit of time and money but it is worth every penny!
What has been your role(s) in the organization and running of BitSummit each year" Have your responsibilities changed much" How has the creation of JIGA affected your involvement"
I try not to get directly involved and just try to direct the overall production and structure. JIGA allowed us to make the whole thing independent of Q-Games and it ushered in a whole bunch of people as partners to share the responsibility. It takes a lot of effort to create BitSummit and the more the merrier! Before JIGA people would think it was just something that Q does, but really an event like this needs to be more collaborative and shared amongst a variety of indie developers.
Regarding BitSummit itself, what in your opinion were the biggest/most important changes from year one to year two and from year two to year three"
From year 1 to 2, the main change was size. We didn't realise how packed it would get. For year 3, the main change was the inclusion of the Indie Megabooth and the formation of JIGA. The combination of both really helped boost everything beyond our expectations.
This is the first year that BitSummit curated which games...