An Interview With … – Charles Logan

Charles Logan is truly a man for all seasons. A Turkish-born artist, actor, musician and writer, he started off his art life at the age of 6 with professional classical music training in Bilkent University in Ankara, Turkey where he concentrated on violin. At an early age Charles began improving his skills in a variety of art forms such as illustration, concept art, writing and theater. After a time, he began doing graphic design for websites, bands and theater groups.

After moving to the city of Boston, MA to study acting in theater, Charles took part in numerous productions put on by Emerson College and Berklee College of Music. While continuing his noteworthy art career, Charles has made the jump into indie game territory. I was able to sit down with him recently and I got a few questions answered.

Me: Tell me about little Charlie. Did he have many art pieces placed on the fridge?

Charles: Condescending?

Me: Placating?

Charles: . . . .

Me: And they’re off!

Charles: Well, I was born into a family of musicians actually. My father’s side came from a musical background and I started professional classical music training at the age of 6, so art and creativity has been a part of my lifestyle for longer than I can remember. I studied music and theater at an educational level but in terms of visual art, I am very much self-taught and I actively seek the knowledge that’s out there.

Me: Do you have a preference between the conceptual and physical art forms?

Charles: Whether it is performance or merely visual art, it doesn’t matter what sort of medium I’m working with so long as there is a creative production I can lead or be a part of.

Me: I do yoga!

Charles: Okay.

Me: At what point did you start plying your trade?

Charles: I have always been an on-again-off-again musician really. But besides that I just did regular college kid jobs back in the day.

Me: I see that you’re getting into the world of indie game design. Have you had any issues with jumping into such a less-structured space?

Charles: Despite this being my first dive into the video game scene, I’m not really new to the entertainment industry. I’ve spent the past couple years working with a company here in Boston and I eventually became their Art Director. It is an industry that’s growing, and will continue to grow. It’s better to get on the boat before it heads off into the sunset.

But the indie scene is definitely something smaller yet more personal than the usual corporate IP work. You’re definitely a little bit more hands-on. Indie devs will always be taking bigger risks over a corporation who knows how to play it safe.

charles_screeny_1

Charles’ rendition of Batman and the Batphotocopier!

Me: Favorite movie? Go!

Charles: The Terminator, to be precise. Popped my cherry.

Me: Coming from an artistic heritage, do you feel that gives you the ability to be more free-form in your creations?

Charles: To some extent, I believe so. It is a medium that allows story telling. And it’s especially a medium that allows non-linear type of storytelling which is unlike anything else we’ve ever seen. It has a great future.

Me: Are you a video game enthusiast?

Charles: I don’t really have a go-to game right now, per se, but I’ve always enjoyed Metal Gear Solid series more than any other franchise.

Me: Ah. So you enjoy hide and seek?

Charles: You really want to know?

Me: The world wants to know, Charles!

Charles: I love spending time with my woman outside and escaping reality within yards of her proximity. Love truly sweeps you off your feet when you’re one with Mother Nature and oxygen.

Me: That really came from behind…

Charles: My backdoor…(huh?)

Me: Is it hot in here?

Charles: No, not what you think, guys.

Me: Getting back on track for a moment, I know there are differing censorship issues and agendas that stem from the different artistic mediums. Is this an issue you’ve had much interaction with?

Charles: I have done political cartoon strips here and there and I always put my name on it. I believe in that freedom.

(But of course if there’s some external organs visible, tone that down please…)

 charles_screeny_2

I wonder what it’s hiding?!

Me: Where’s the fun in that?

Charles: You’ve read my mind.

Me: What do you have to say to the people out there who want to get into this sort of racket?

Charles: It’s a field of work where you can actually make someone “see” the represented ideas instantly. As long as you can wow people, you’ll always have a great time working in this area. Also, get better. Always hone your skills. And just try to send and show your work to people until they get sick of you. And when they do get sick of you, try again and never let yourself down. 1 out of 100 tries might pay off and that 1 try may be the one you need.

Me: Do you have a dream project inside of the game development field?

Charles: I want to say a Superman game. Can I say that?

Me: You can say whatever you like.

Charles: George Lucas: LEAVE THE ORIGINAL TRILOGY ALONE ALREADY.

Me: Let’s all just calm down.

Charles: . . . .

Me: I’d like to end on a high note. Does this interview make my butt look big?

Charles: I love it the way it is.

Me: Thanks again, mate. Stay in touch.

As an added bonus, Charles sent over his Inspirational Superhero playlist on Spotify. Give it a listen and be inspired to create!

An Interview with … – Austin Jorgensen

Lisa, the uproariously painful, miserably funny, and disgustingly delicious RPG game about one man’s personal hell, has been available to ruin lives on the Steam and Itch.io clients since the end of 2014. After experiencing the pleasure, and the pain, of Lisa first hand, I was able to get in touch with its creator, Austin Jorgensen, for an interview. Austin, the one-man wrecking crew that is Dingaling Productions, based in the Denver, Colorado area, has been working on Lisa for several years. The Lisa Soundtrack and Art Collection are also available. For the hardcore Lisa lover, I suggest picking up the PERVERTS red t-shirt (comes with OST).

Me:    Hey Austin! Thanks for taking time to get to the real, real with me. 

Austin:    ….

Me:    Well, let’s get down to it. Tell me about your life as a youngster.

Austin:    Too young to remember, really.

Me:    Growing up, how was your childhood? 

Austin:    Simple. Full of bitterness, and dedication to the things I loved. <3

Me:    Did you play many video games as a youth?

Austin:    I’ll say … Earthbound. It stuck in my head the most.

Me:    How about now? What games are you playing these days?

Austin:    Now? Not a lot. I seem to always come back to King of Fighters 98′ for whatever reason.

Me:    My guilty pleasure game has always been Battle Arena Toshinden. You must have been pretty young when that came out.

Austin:    ….

Me:    Did you look up to anyone growing up?

Austin:    Jackie Chan. Jake “the Snake” Roberts. Dolph Ziggler. Hell, I don’t know. Really anyone that defied all odds. They thrive in their fields by standing out and carving their own path.

Me:    So, what do you do when you’re not working on a project?

Austin:    Touching myself, mainly.

Me:    Let’s break for a commercial.

 

(Add “Funny Video” in post-production)

 

Me:    Welcome back. Let’s talk about being an Indie Dev. What got you into the Indie scene?

Austin:    Well, I can’t exactly just hop right into the Mainstream scene, now can I? Just kidding. When I realized I was strong enough to do it.

I enjoy the lack of restriction. The freedom to work and create on my own terms. The technical stuff like coding and dealing with bugs. The beauty of Indie is the lack of rules.

Me:    Did you have to push yourself to get your content out as quickly as possible?

Austin:    As hard as needed. I lived by this quote, “Work smarter, not harder.”

Me:    How did you cope with stoppages when working on Lisa?

Austin:    Move on, do something else. It will come naturally when you least expect it.

Me:    Give me some insight on Lisa.

Austin:    It’s kind of like my diary in digital form. My personality. Plus a bunch of wrestling shit.

Me:    Did you worry about censoring any of your content?

Austin:    Yes. I didn’t want to cross TOO many lines with Lisa. I try not to censor myself, but sometimes it’s best just to shut up and smile.

Me:    How…    

Austin:    I’m okay with violence.

Me:    How much time do you intend on spending in a development cycle?

Austin:    Until I feel too pressured to release. I don’t think I’ll ever achieve true satisfaction.

Me:    What is it like releasing on a client without using a publisher?

Austin:    I’m on Steam? I don’t know the differences.

Me:    How would you rate success in the full development cycle of a game?

Austin:    If you’re happy with the results of your work. And I’m pretty happy. 7.5/10

It means I can finally afford that private island! $$$

Me:    Having some many positive reviews for Lisa, do you think you’ll be written in the annals of history as a good developer?

Austin:    I’m like, the King of Anal’s now.

Me:    Since releasing on PC, has there been an instance where you had to deal with piracy?

Austin:    Fuck you! Give me my money, please.

Me:    My apologies, Austin. Do you accept traveler’s checks? 

Austin:    Nah.

Me:    Is there a side of you that you keep out of the public eye?

Austin:    How truly powerful I really am…

Me:    I get it! I’ll pay for the game. New topic, please… Do you think we should make coding a part of the learning curriculum, like math and typing are now?

Austin:    Yeah. That would be really cool. I owe a lot to being able to do video and Photoshop in school.

Me:    How do you feel about the standards changing in curriculum, teaching the next generation the programming stuff we had to learn in college, or on our own? Do you think that, with the advent of newer, easier to use systems, and younger tutelage, the Indie Devs of the next years will have a harder time trying not to sink into the folds of obscurity?

Austin:   I don’t know…? This question is too big for my britches.

Me:    Do you have any words of advice for the next generation of developers, or the readers at home who want to start on a gaming project?

Austin:    Make sure it’s fresh. Try not to just rehash too much. Be yourself.  #NeverGiveUp

Me:    Hash-tagging the Interview?

Austin:    #RiseAboveH8

Me:    Can you tell me anything about your upcoming projects? Are you currently developing anything?

Austin:    Lisa (2), and some other kooky stuff.

Me:    If you could work on any game project, past or present, what would it be?

Austin:    Takeshi’s Challenge (Takeshi no Chōsenjō), because that game is a big “fuck you” to the player. I like “fuck yous.”

Me:    Last question… Does this interview make my butt look big?

Austin:    You ask too many questions.

Me:    Thanks again for the your time, Austin. I’ll make sure that check gets in the mail.

 

Written by Ryan Helms

 

An Interview With … – Julian Maroda

Julian Maroda, the Minister of Creation at Norsfell Games and Internationale Provocateur at Re5et Co., graced me with a moment out of his very busy schedule to talk about his upcoming Indie game, WinterForts: Exiled Kingdom, which will be released on iOS and Android devices. His fancy title means that he’s responsible for all manner of vision, design and business for the company.

Based out of Montreal, QC, Norsfell was once known by the name Pixel Molotov. Under that moniker the company had released a wonderful title to PC and the Xbox Live Indie Games market. FromPulse was their first foray into the Indie Dev space, and from the the looks of their newest title, they’ve got another great game on their hands.

Me:    Hey Jules. Thanks for taking the time to talk about what you guys are doing. How about you start off by telling me who you are and what you’re about.

Julian:    We’re currently a part of the Execution Labs, a unique platform helping independent game developers produce the games they want to make and bring those games to market. Norsfell is currently working on WinterForts, a mobile war strategy game. Oh, and I’ve just launched a gaming clothing line as well called RE5ET Co. And I’m originally from Brussels, Belgium. Hi Belgium!

Me:    Nice. I don’t think I have the cojones to give a shout out to the entirety of a country. Please, continue.

Julian:    I grew up in Brussels, Belgium. A city of about 1 million people clouded by grey rain. I had a great childhood!

Me:    

Julian:    No, really! I received my first video game console when I was 5, it was a Sega Genesis (or Megadrive as we call it in Europe) with Sonic The Hedgehog. It was a revelation for me, and being an only child, I quickly grew very fond of the system and games in general.

Growing up with consoles (PC came much later into our house), I’ve always had an attraction for pick-up & play games where the control of an avatar and the feel associated to it are of the utmost importance. Now I tend to try a bit of everything on nearly every platform possible.

Me:    What lead to your jump into the Indie Dev scene?

Julian:    My teammates and I always wanted to work on our own stuff, to create our games, to be the masters of our own vision. So naturally, even while working for other companies, we started building games on the side in addition to our full time jobs.

I started as a game designer in the industry because I wanted to craft new interactive experiences for the players. I LOVE writing game design documents! I love to put my hands right into it and design every low level system possible. I’m a very design focused person at the core.

Now that we have our own company, I also do the PR and business side of things, which is also fun. The part I find most exciting during the creation of a project is the beta phase, when everything is roughly set up and polish comes in. First playable is always the toughest.

Me:    How far along in the development process are you with WinterForts?

Julian:    We’re rushing faster than a snow blizzard, that’s what we’re up to!! We’re so close to releasing WinterForts: Exiled Kingdom worldwide that the pressure is immense and that the team is crunching to fine tune the gameplay to build the best possible experience for our players. Mind you, WinterForts is already available in limited launch in several key countries.

Me:    Why a limited release?

Julian:    Well, several reasons. When doing a F2P, it’s always important to remember that your game is never going to be finished. Far from it. You listen to your players and support them with constant updates that make the game better month after month. And to avoid disappointing a large part of your audience due to early crashes and inconsistencies, you want to stress test your game in a few countries before releasing it worldwide.

Me:    Being so entrenched in the Industry, as you are, what type of Idol worship do you do?

Julian:    As for persons of inspiration go … I can clearly name a few: Miyamoto, Bleszinski and Suda 51 are my favorite creators because they each have their own style and because I’ve learned so much game design by playing their games. On the business side, Gabe Newell (Valve), Marissa Mayer (Yahoo), Elon Musk (Tesla), Alex Thabet (Ludia) and more recently Rami Ismail (Vlambeer) have been really good sources of inspiration.

Me:    Hmm. For extra points, what time period you would choose to live over our current time period? Go!

Julian:    Ah! Good question! Probably during the great expeditions to the new world. I find it fascinating to think of those men jumping on rudimentary ships to sail to the unknown in hopes of finding a better future. It’s a bit sad that we know about every piece of land on Earth today, it kills the mystery. (Let’s go to spaaaace instead!)

Me:    What type of crazy shenanigans do you get into during your down time?

Julian:    I love hanging out with friends. And partying.

Me:    Sweet. I love being invited to parties with new friends. I’m just throwing that out there.

Julian:    …

Me:    We’ll table that for later. Tell me how to pick up Magic Man Julian. What’s the secret to know? For Science!

Julian:    I’m a big eighties fan! Did I say that I had a role in the upcoming over-the-top action comedy movie, Kung Fury? I’m very proud of that!

Me:    Cue the picture of an over-sized fan built in the 1980’s. Nope, I’m not seeing any thing pop up. Barry, where’s the picture?

Wait! What the deuce/ and how much can you tell about that?

Julian:    (Haha) It was an awesome experience really!

When I discovered the project, I was like “that’s the best goddamn thing ever!’. Being such a fan of the eighties, and having just launched RE5ET, I was really into it. So I made it happen 😉

We got in touch, we set a date, and I flew to Umeå, Sweden for a weekend. Long trip was long, with 3 flights to get there and a return trip of about 24h with all the connections. Still, it was 100% worth it. Who would have thought that I would ever be part of a movie, wear a retro mullet, kill a guy with a boombox, try some snus, have an American barbecue, eat djungelvrål for desert, see the sun at 3am, “borrow” random bikes in the city, visit Stockholm with a local guide and meet so many amazing people in one weekend. The Kung Fury experience.

Me:    Where were we? If you had stayed in the position you were at before jumping into game design, would you still be creating games today?

Julian:    I could be. Before switching to game design, I was programmed to be a marketing specialist of some kind. Even then I wanted to work in the game industry, but at one point I asked myself: do I really want to be on this side of the fence? The answer was clear and I moved to Montreal to study game design at the Ubisoft Campus. The rest is history.

Me:    That’s a Cinderella story right there. I can just end the interview now and we can all go home. Actually, I have a few more questions. So…

Coming off Pixel Molotov’s great release of FromPulse, creating Norsfell, and going into such a beautiful build as WinterForts, do you feel you’ve hit a stride into your own Indie success story?

Julian:    We haven’t encountered any big successes yet, so I wouldn’t say we’ve succeeded already, but we’re moving forward. I think one of our most important strengths is that we are a bunch of friends that know each other very well. Rami Ismail would disagree with that being a strength (lol), but I believe it does make a difference. It’s also that all four of us are really complementary: we have one artist who is also an integrator, one front-end dev that is also a back-end dev, one producer who is also a front-end dev, and one designer (myself) who is also a marketer. This helps a lot in defining the roles of each one of us in the company. It also helps that we’ve worked for several years in the industry before making the big jump. Oh and we have an economic designer who recently joined us too!

Me:    After a hard day’s grind, what do you do to relax?

Julian:    I tend to revitalize a lot, so I don’t often feel too stressed. Also, I absolutely love to take hot baths, I couldn’t live without them! They give me the opportunity to take a break, think things through and decide what steps to take next with Norsfell and RE5ET Co.

Me:    At what point in your life did you decide to get into the gaming business?

Julian:    I’d say when I was a teen, but I have to admit that I started doubting I’d be able to make it at one point. Thing is, the video game industry is not really developed in Belgium. So I had to look abroad. When I found an opportunity in Montreal I decided to try my luck and left friends and family to start a new life. I don’t regret it at all. The lesson here is: if you want something badly, believe in yourself and you’ll have it!

Me:    There are a lot of Indie games swelling the various marketplaces these days. What do you think about the staying power of “Indie” as its own form of currency?

Julian:    I believe indie games are here to stay thanks to the democratization of technology and Internet. Creating a game 10 years ago was a tough endeavor. You needed to purchase expensive tools, strike deals with publishers, get your game printed on physical supports. All of this has changed now resulting in an entry barrier that has never been so low.

Some indie games might strike deals with bigger corporations but they’ll always be replaced by newer ones. As long as those affordable tools and open digital platforms exist, the indie scene will keep flourishing and it will flourish through innovation.

I’d say Unity has a lot more to do with it nowadays. Almost every indie developer I meet uses this technology. The same goes for us. And since it’s so versatile, it’s easy to see why.

Me:    It’s becoming so much easier, as stated earlier, to build games since the advent of the cross-platform game development application, Unity, do you think this technology will bridge the gap between the corporate developer and the indie developer levels?

Julian:    That’s an interesting question. We already see this happening every now and then among big corporations like Ubisoft trying something different with games like Blood Dragon or Child Of Light, taking the bet that developing smaller games with smaller teams and smaller budgets can still be a lucrative process, but those examples are rare. Indies are about the people, whereas corporations are about the branding. That still makes a big difference.

Me:    Shifting gears a little bit, tell us your stance on the issue of Piracy?

Julian:    I believe that if your game is engaging and that your company respects its players, those players will always be eager to give you money back. From what we see today, piracy will probably lessen in the upcoming years with the advent of always online games. It’s already happening a lot in the mobile game space. It’s been happening for years on PC. It will happen soon on the new generation of consoles.

Me:    How do you feel about the design shifts, as of later years, from cooperative play to competitive play in games?

Julian:    It is true that competition is more often used in game design than cooperation. Hell, even cooperative games like Castle Crashers have elements of competition. (Sometimes called “co-opetition”)I think the reason for this is very human and psychological. People like to compare themselves to others, and the easiest way to do so is through competition. It is also sad to note that split screen multiplayer is an endangered species. Some of my most fond memories are from playing games on a couch with friends.

Me:    Do you have a Favorite Developer?

Julian:    Not one but several. Valve, Nintendo, Rockstar, Sega, and Grasshopper Manufacture are among my favorites. No favorite mobile developer at the moment, though. (Maybe Supercell?) I’ll wait for the market to mature to decide on that.

Me:    Can you give us any insight into your development process?

Julian:    Being a mobile developer now, we try to have short development cycles of about 6 months, then ship the game to a few countries to see how it does. Then we tweak and then launch globally three months later. So we try to stay in the 9 months time frame. (Like giving birth to a child!)

We have an awesome partnership with Babel Media, a company which provides complete outsourced testing and localization, and have used their services extensively over the past 3 months. But for a game that is always-online and features PvP battles, it simply is impossible to simulate the sheer scale of having thousand players competing together at the same time. Hence, the limited release.

Me:    Do you feel you have secured yourself as an Indie Developer rooted in the Indie Scene? What advice would you give an up-and-comer trying to break into a stable role, or just trying to get a product out on the wire?

Julian:    Not yet. From what I can see, this usually happens when you’ve released a popular game or when you get exposure through talks at conferences. Start by interacting with people, go to events, show what you’re working on, don’t be afraid. It’s a very natural process.

Me:    Plug your game for us before you go.

Julian:    Norsfell is currently developing WinterForts: Exiled Kingdoms, a mobile online war strategy game. You take control of a lone castle set in a cold and icy magical realm. Life is tough out there. Your role as the King of the House is to rebuild this castle and expand to forge new alliances and claim the top thrones! The game revolves around 2 aspects:

A management mode, where you erect constructions, upgrade buildings, produce military troops and prepare defenses to protect yourself against other players much like in a tower defense game. We have a pretty cool block system allowing you to easily create a maze of corridors to try lose the enemy. That part is all about set-up, since you’ll never actually defend live against an attack. These can only happen while you’re not playing the game.

Then there is the attack mode, where you actually enter a battle with your troops in PvE and PvP missions. There, you come crashing with your armies at the gates of other players or NPC’s to steal their precious resources and speed up the growth of your own castle. It also allows you to grind for epic loot and to climb in the leaderboards. In battle, each troop has its own behavior, strengths and weaknesses, providing a unique strategic experience.

Me:    I’ll have links put up.

Julian:    As for the clothing line, RE5ET Co. aims to bring all the coolness of the eighties back to offer fresh and colorful apparels inspired by a west coast cocktail of palm trees, arcades, tigers, neon and disco. Put your power gloves on, and head over to RE5ET (dot) Com for more info!

Me:    I’m sure I’ll have that up as well.

Julian:    It’s a fun project I had in mind for quite a while, and I’m very happy to see it come true. #SunsetOfPlay

Me:    Is that a hashtag we need to start trending? I’ll throw it in some tweets. We’ll make it happen. What’s a dream project of yours?

Julian:    I would have loved to work on all those Sega games during the Dreamcast era. This remains one the Golden Ages of the industry, from my standpoint.

Me:    I’d like to end with an off-the-wall question. Does this Interview make my butt look big?

Julian:    Tremendously huge! (lol) Wait, what?

Me:    Well, sir, thanks again for the time. I look forward to talking to you again after at your release party.  

Written by Ryan Helms 

An Interview With … – Emmanuel Salva Cruz

Emmanuel Salva Cruz, the creator of the Crystal Story series, is no stranger to dungeon crawlers and eSports. Emmanuel has worked Quality Assurance on many great Activision titles, such as:  Guitar Hero III, Call of Duty: World at War, and Call of Duty: Black Ops.  Now, while working his way into the game development scene, he has recently graduated from California State University – Northridge with a Bachelor of Science.

I recently had the opportunity to spend some time picking the multi-talented Artist and Programmer’s brain about his life, his take on current events, and what it’s like in the Indie Scene.

Me:    Evening, sir.  Thanks for agreeing to this interview.

Emmanuel:    Hey! Thanks for this interview. I really appreciate it.

Me:    Tell me a bit about yourself.

Emmanuel:    I love playing Role-Playing Game’s, Strategy Games and Adventure Games. My hobby is making video games. I procrastinate a lot. I made a little game called Crystal Story 2. I also like The Art of War, Boxers & Saints, and A Drunken Dream and Other Stories.

Me:    What got you into the Gaming Scene?

Emmanuel:    When I was 7 years old, my mom got me a Famicom and Super Mario Bros 3 for my birthday. My life changed ever since. I was playing video games every day. It was nice. I used to play a lot of Starcraft. Now it’s DotA 2.

Me:    What experiences led you to become  an Indie Game Designer?

Emmanuel:    Choose your own adventure books. I think Hostage! was the first one I read. The page turning interaction blew my mind. I also discovered Starcraft’s campaign editor and I had fun making maps. Later, found out about GameMaker and started making terrible games.

Me:    Perfect segue. Tell me about the Crystal Story universe.

Emmanuel:    It’s a fantasy world filled with monsters, swords, guns, dragons, robots flying islands, crystals and other Role-Playing Game stuff.

Me:    … I like guns.

Emmanuel:    I try to have violence in Crystal Story to be as tame as possible. I don’t like showing blood or creating excessive violence. I also got the name from a random RPG name generator.

Me:    Do you feel like you’ve hit on the right formula for you Design work?

Emmanuel:    Back when I was working on Crystal Story 2, I pushed myself really hard to get it finished and get all of the features working. I wanted to finish the game I’ve been making. There was a lot of stuff that was cut in Crystal Story 1 that I was able to implement in Crystal Story 2. And even then there was a lot of stuff I wanted to implement in Crystal Story 2 that never made it. I had to draw the line somewhere and make a realistic decision on what is doable with the current resources I have.

Me:    How has your Game Design process through the years been?

Emmanuel:    Crystal Story 1 took about 3 years. Crystal Story 2 took about 2 years. I had to work on the project on and off because I had to juggle job and school. Right now I take it a bit easy, since I’m currently learning the new stuff.

I’m currently working on an untitled project in 3D on Unity. It might be a successor to Crystal Story, but I’m not sure if I’m going to rename it for a fresh start since it’s in 3D. I’m usually updating the game’s progress on my blog.

Me:    Do you feel you’ve been successful, overall?

Emmanuel:    I’ve always thought releasing a game on Steam is success. Even though Crystal Story II hasn’t been greenlighted yet on Steam, I think it’s successful just because a lot of people played and liked the game. The community made a full on wiki with all of the bestiary stats, characters, skills and everything game related which was really, really cool.

Me:    Have you had any problems getting people interested in your work?

Emmanuel:    Marketing is definitely a lot harder when you’re an Indie Dev. It’s a lot harder to get noticed unless your game gets picked up by social media. I think small developers still have a chance with some luck and a good game. I have a free version of the game, so I could reach as much people as I can. I think going fully paid if you’re not well known yet is really risky and you won’t reach as much people as you would like.

Me:    What kind of Developer would you like to ultimately be?

Emmanuel:    Shigeru Miyamoto. I think his approach on games is really interesting. (We have the same birthday!)

Me:    I think I saw a torrent of one of your games floating around the Internet the other day.

Emmanuel:    I don’t really care if people pirate my game. I’m glad someone is playing it.

Me:    If you were to step away from Developing games, would you still want to be apart of the Industry?

Emmanuel:    I would probably be a Q.A. for a game company or maybe play an eSport.

Me:    eSports?

Emmanuel:    Yes! eSports is probably the best thing that has happened to gaming right now. I showed my mom the Free to Play documentary one time, and I guess it opened her mind to what the eSports scene is like and what gaming as a culture is.

Me:    What would be your top pick for a Game Design Project?

Emmanuel:    I love the Avatar world. (Airbender. Not the blue people.) I think it would make a good RPG. (Airbender. Not the blue people)

Me:    What do you do when you’re not in the development process?

Emmanuel:    Besides playing games… drawing. I love drawing. I watch eSports Tournaments. I also watch movies or read a book.

Me:    I’d like to end with an off-the-wall question. Does this Interview make my butt look big?

Emmanuel:    I like big butts and I cannot lie.

Me:    Thanks again for your time, Emman. I look forward to talking with you again soon.

Written by Ryan Helms