WC: Please introduce yourselves and give us your game development histories.
I'm Adam - I am the CEO and Creative Director of Meteor Games. I started programming aged 5 on my ZX Spectrum, moved onto an Amiga aged 13, and finally ended up programming MUDs at university. My first commercial project was Neopets which Donna Williams and myself started in 1999, I came up with the ideas and programmed the website, and Donna did the art. We founded Meteor Games in 2007 with the aim of creating something "rather exciting."
WC: What is the background of the name "Twin Skies"? I always find myself thinking of the kitchy TV show Twin Peaks. Any relation?
The game is set in a binary system - two planets that orbit each other. In the backstory the humans that came to colonise the planets get split up, with no way to contact each other. Two planets, hence Twin Skies. Both planets are quite different, and you'll be able to visit them during your travels - and also the planetoids that hang in orbit between them. Sort of like Mario Galaxy without the crazy physics and camera angles.
Don't discount any Twin Peaks references however. Now you've mentioned it, we'll be sure to include the Log Lady and scary one-armed giants.
WC: What made you decide to take on such an ambitious project that includes online gaming, Flash games and 'social networking'?
We just felt that there was a huge gap in the market for a really high-quality MMO game at a lower price point. The flash game element is really drawing from our experience at Neopets where saw massive popularity in casual website games, over 5 million plays a day at one point. We knew that flash games based on our intellectual property would be a great fit for our website.
As far as being so ambitious, we joked that as we're Meteor Games we wanted to "come out of nowhere and make a big impact", so I guess we're trying to stay true to that philosophy.