Do you think this experience shaped Pocket God? Absolutely. My last flash project is World Golf Tour which I still consult on. Even though we were doing pretty well, the idea of running the company and managing people didn't appeal to me so I downsized and started consulting out of my home. At our peak, we had 10 employees and worked on projects for Sony, Yahoo, some online gambling companies and many startups that fizzled in a blaze of glory. I started Bolt Creative soon after that to work on large scale flash games and applications. Over the next eight years, I jumped from studio to studio before finally leaving the game industry to become a flash contractor in the San Francisco area. They basically threw a bunch of poorly translated hardware manuals at me, gave me the SNES version of the game, and told me to figure it out. The time I spent there was actually really fun (despite being paid like an indentured servant). My first project was a fighting game called Clay Fighter which I ported from the Super Nintendo to the Sega Genesis. I had dropped out of university the year before and had no idea what my market value was but I was just happy to be working in the industry at the time. Pocket Gamer: Before we get into the details of Pocket God, can you explain about your career prior to Bolt Creative? Dave Castlenuovo: My career started at a small development shop where I earned $20k a year. We caught up with Dave Castlenuovo, programmer and Bolt Creative co-founder, to find out more about how the game was made and is being supported. Not only does it keep the loyal fanbase interested, but it brings in new players too. The reason its sold over a million units however are the regular updates - to date 23 - that see new features added on a near weekly basis. The so-called island torture simulator' sees you as the all-powerful god ruling over your tribe of primitive islanders, who you can feed to the sharks, throw into a volcano, or strike with lightning to name just a few of the available powers. There have been many great games for iPhone and iPod touch, but few of them are inherently shaped by the digital distribution opportunities of the App Store as Pocket God.
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