Showing posts with label interview. Show all posts
Showing posts with label interview. Show all posts

Friday, April 27, 2012

Chad of React! Games Talks Helam

1:39 PM by Mike · 2 comments
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With the recent release of Helam: A Stripling Warrior Quest from React! Games (link) and Deseret Book, I thought it would be great to hear a little about it's design and development. Chad Lee, owner of React! Games agreed to an interview. Our questions are in italics, followed by his answers.

Can you tell us a little about how you got into game design?
Quite by accident. One day, back in 1994, I was having a really bad day at work and for no reason I can explain, I looked in the want ads for another job (while still at work) and saw a small ad for a video game company looking for an artist. I took a couple pieces of paper with drawings on them and applied. They called me a few days later and hired me as a character designer and that is how I started. Since then, I went on to be an animator, which is my favorite. After video games, I went into advertising, then started my own animation studio called Studio 4d1 (link)…which is a dumb name, I know. I did that for about 8 years then started React! Games.

Can you tell us about React Games, how it came to be, the games you’ve developed, how many people work for React Games, etc.?
I started React! Games back in 2008 to remake a game called “Archon” (link) which was developed in 1983. That was our first game, which was released in 2009 and we’ve released over 25 games since then. Our latest, which we’re very proud of is Presidents Run (link)…which started out as a test project and was initially finished in 16 days. We currently have 20 people working here and our projects are quite varied from mobile to PC and Facebook.

How did the idea for Helam start? Can you walk us through the process from idea to actual game? What was your main objective or goal with the game?
I’ve always wanted to do a Book of Mormon game. As a Native American, the Book of Mormon was an essential part of growing up. I learned, as an early child, the stories of Alma, Ammon, and Helaman. We wanted the Book of Mormon to come to life for young kids and what better way to immerse someone than by way of a game. Our designer and co-founder Brad Moss headed up the design and storyline for the game and we pitched it to Deseret Book. They were ready for it and it wasn’t much of a struggle on their end to decide to do it. It was a low budget game in the beginning, but we put in our own money, heart, and soul and went way beyond the budget, but it was something we had to do. At one point, near the middle of production, we almost cancelled it because of various reasons, but a few miracles happened and we were able to finish it all because of the team that was working on it. If you think working at a video game company is all fun and games, I can tell you it is hard work…some of these guys worked 16-19 hour days for weeks at a time to finish the game, and they did it. Since this was going to be the first legitimate attempt at a Book of Mormon game by a studio, we had to make it look and play great. I think we exceeded our goal given the amount of time and budget we had. We finished the game in less than a year.

Any possibility of seeing Helam on the iPad?
If there are enough people who would want it on the iPad, we’d make a version for that too…the game mechanic would suit the iPad very well and that is where I play most of my games.

(So, if you want to play Helam on your iPad then you better let React! Games know!)

Will there be any other LDS themed games coming from React Games?
There is a coloring and puzzle app on the iOS called “Heroes of the Book of Mormon” which is on the store now, but we’ll have to see how the market evolves. Unfortunately, our games need to make money and since the LDS market is niche, there isn’t a lot of demand or an easy way to recoup money for a high cost game.

Do you collaborate with designers from outside of React Games or do you take game design submissions from others?
We generally do our own design within React! although there have been situations where we’ve collaborated with clients and their designers, so yes…we’ve done both.

Thanks Chad for your time. We appreciate it!

Wednesday, January 19, 2011

Good Knight Games Guys Talk Feast & Famine



In November of 2010 Shadow Mountain and Good Knight Games released Feast & Famine: Joseph in Egypt. Recently, Ryan Braman (artist for Feast & Famine) and Jason Conforto (designer of Feast & Famine) answered some of our questions about the game, it's development, illustration, and publication. The interview is included below.




Can you give us a little background info on the two of you?

Jason: Ryan and I grew up together in San Diego, CA. We started making short films with our friends when we were in junior high and we both ended up in creative fields later on in life: I studied film while Ryan went into illustration. We have always wanted to work professionally together on a creative project, and Feast & Famine was our first real opportunity to do that. With Feast & Famine, we ended up starting a game company called Good Knight Games (here).

Ryan: I went to school at BYU Idaho, and to BYU for a year, and then transferred to Art Center College of Design in Pasadena to study Illustration. Prior to teaming up with Jason I had worked several years at Midway Home Entertainment in their Creative Services department. Our team mainly focused on print production for packaging, marketing, public relations, and trade shows. It was a great starting job.

Jason, how did you get into designing games?

Jason: I got into game design by changing the rules of the games that I played. I know a lot of people who think it is morally wrong to not follow the rules as they are written out in the rule book, but for me rules don’t matter as long as they are agreed upon and apply to everyone playing. So as I played games I would always be thinking, “How could this game be more fun?” And then I would change the rules. Eventually the rules required making additional game pieces. Sometimes I would improve the games, and other times I would just make them too complicated to play. I started making my own games based on other people’s games, which led to creating games with completely original game play.

How did the design for Feast & Famine come about?

Jason: Feast & Famine started out as a game where you had 12 months to collect a year’s supply of food, and then you had to try to survive on that food for another year. I was happy with the Feast side of that game but the Famine side just felt like undoing everything that you had done, and really who wants to play a game about powdered milk and canned goods anyway? The solution came from the Bible story of Joseph in Egypt. That theme gave Ryan the opportunity to draw upon Egyptian art, and his art is what attracts people to the game, and keeps them playing.

Can you give us a little insight into how you developed the game once you had the design in mind (throwing ideas back and forth, play-testing, how long did the entire process take, etc)?

Jason: This game was over a year in the making. I would come up with an idea and then spend hours making cheap game pieces to play the game. Then as I would play the game with my very patient wife I would discover things I needed to change. From there I would spend more time making the changes and we would play again. We did that for weeks on end. Once the game started to get good we started playing it with friends to test it out. It took a long time to find the right balance for this game. The most important balance is always strategy and luck, but with this game I had to balance education and entertainment, and since it was religious education I also wanted to make sure it was accurate without being preachy. I hoped to make a game that was easy enough for kids to play and challenging enough for adults to want to keep playing.

Ryan, how much were you involved in the development of Feast & Famine (did you participate much in the design of the gameplay)? 

Ryan: I didn’t really have much involvement in the initial design of the Feast & Famine gameplay. Jason basically approached me with a finished paper prototype he had created using Excel and some playing cards he had placed different kinds of heart-shaped stickers on. We had a game night at his house so I could get a feel for the game and discuss the different items that would need to be designed. The nice thing about the paper prototype was that it still left a lot up to the imagination. Jason was pretty open to new ideas that would enhance the gameplay and the overall visual design of the game. Some of the game items evolved over time such as the design of the seven-sided gameboard. We went back and forth with different sketches and a few versions before we reached the final solution. So the core gameplay was already there–my job then, was to take it from the concept stage to the finished product.

Have you designed any other games?

Jason: I have designed dozens of games; board games, party games, card games . . . games about pirates, zombies, Mayan ruins, the mafia and more. Plus we are now starting to develop games for the iphone and other devices. We hope to publish a few games every year.

Why did you choose Deseret Book/Shadow Mountain as the publisher, or did you pitch the game to other companies, and how did that process go?

Jason: We actually designed this game specifically for Shadow Mountain. We had other publishers as back-ups just in case they decided to pass on the game, but our pitch went well with them and we never had to shop the game around to anyone else.

Ryan, had you done any game art before Feast & Famine

Ryan: I had. When I worked at Midway I spent most of my workdays creating game covers such as Mortal Kombat and Rampage Total Destruction, designing packaging, working on concept designs, and some 2d and 3d animation. I also worked on creating my own game designs, which were illustrated with concept screens that I had mocked up when work was slow. Midway accepted game submissions from its employees so I pitched some of these illustrated game design docs to the Review Board. One actually made it pretty far, but never made it into production. Feast & Famine is my first foray into the world of board gaming, but my background in the video game industry helped make the transition to board games pretty seamless.


Ryan, the art looks beautiful on Feast & Famine and I agree that it is a definite draw to the game. How long did it take for you to finish? How involved was Jason in that process? 

Ryan: I started work on the art for Feast & Famine early 2009, and worked on it off and on for a year. At the time I was also working a job as a surveyor and doing some illustration and design consulting on the side. Jason was heavily involved in the development of the artwork for the game. We started off designing the food tiles, passing art and emails back and forth. Once the artwork for the tiles was finished I printed off a whole sheet of tiles and mounted them on matte board and cut them out. I remember pouring them all out on Jason’s dining room table and us both just staring at how cool they looked in a pile. After seeing them finished we were super excited to move on to the game boards, etc.

Jason, can you tell us a little about pitching the game to Deseret Book/Shadow Mountain?

Jason: The smartest thing we did in pitching this game was finishing the art first. I’m not sure we would have been able to pitch the game to Shadow Mountain had we not had our art finished. That being said, creating the art upfront also added a very real element of risk once you consider all of our printing, time, and other costs.

As soon as we were done playing the game during the pitch we were informed that they wanted to publish the game. The following week Shadow Mountain had an additional internal approval process that we were not a part of, but we got past that as well. Our initial pitch was in February of 2010, and we were told that we were barely in time from Christmas of that year. Feast & Famine released in stores on Nov 5, 2010.

Many game designers who have hopes of getting their games published read our blog. Can you go a little more into detail on the pitch to Shadow Mountain for us (did you call/email them, send them a game summary or rules first, sounds like you went to their offices and played the game, how did that go, etc)?

Jason: Our experience was not typical since I have had a long working relationship with many of the key players at Shadow Mountain and have worked on a bunch of non-game related projects (mostly film) with them. So it was by no means a cold pitch. Shadow Mountain typically does not publish board games so I did have to call in a few favors to make this happen.

Ryan, Jason said that you had all the art done before pitching it to Shadow Mountain, sounds like a lot of work to put in before even knowing that the game would be published. Did the two of you have any plans to run the production yourselves if it was not picked up by another publisher or did you have other companies in mind that would have been approached had Shadow Mountain decided to pass?

Ryan: Yeah, the way you see the game in Deseret Book is pretty much identical to the prototype, except for the velvet-lined drawstring bag my wife sewed, and the small faux alligator skin suitcase we used to carry all of the pieces in. It was a lot of work for sure. Jason and I had talked loosely about presenting the game to other publishers in the area. We also threw around the idea of self-publishing if no one was interested. It was decided early on that it would be an easier sell to potential publishers if we produced a working prototype that looked like a finished, production quality game. Doing that really helped our cause.

Was it difficult to bring this project to fruition working together? What kinds of things did you learn working as a team? Will you be collaborating on more in the future?

Ryan: It was difficult for us both trying to get this project off the ground–not from working together because I think we work together great, but because we had been pouring all of this time and money into a project with an unforeseen end. There was a very real risk involved. On paper neither one of us had any business taking on the risk of trying to create a board game. What got us through those times of uncertainty was we both had a vision of what Feast & Famine could be, and that it could be a lot bigger than just one guy’s game idea or just an artist’s work. Working with Jason has been great; he has a lot of great game ideas and is a real go-getter. He doesn’t let anything stand in the way of his goals. We will definitely be collaborating on more Good Knight Games projects in the future.

Jason: As far as working with Ryan goes, that was great. I had very specific ideas for what I wanted with the art and no talent to make it happen. Ryan on the other hand has more talent than he knows what to do with, and he was very excited to work with me on the project. I would like to say that Ryan captured my vision for the game and that is what we have today, but the truth is he went so far beyond what I was expecting that it made my original ideas seem simplistic and lame. We have a good working relationship because we have very complimentary skill sets. We are currently working on several other projects and we plan on working on many more after that.

Should we be looking forward to more from Good Knight Games, if so, what kinds of things can we expect?

Jason: In December of 2010 we released the first half of Feast & Famine as an iPad app, the full version will be available later this year. In February of 2011 we will be releasing RETROPlay’s game Reverse Charades as an app for iPhone, iPod Touch, iPad and Android. We plan on producing a few projects every year.


Thanks for taking time to talk with us and sharing your experiences.
The game can be purchased on Deseret Book (here).

Tuesday, November 10, 2009

Mike Agrelius from Happy Valley Publishing


Some 30 years ago, a young man named Mike Agrelius noticed that there weren't many LDS themed games available for people to play. In fact, Seek and Zion were the only ones! And they are both trivia based games and, as Mike points out, spent most of their time on shelves in closets. Even college students didn't break those out at gatherings. Mike set out to change that. He designed a game called Count Your Blessings, established a company named Happy Valley Publishers, and made his dream a reality! This year marks the 30th anniversary of the publication of Count Your Blessings! Over it's lifetime about 50,000 copies have been sold. Sadly, the only way you'd get your hands on a copy today is to find it at Deseret Industries or possibly online somewhere.



Mike was kind enough to give me some of his time. I was able to find out a bunch about him and his experiences with game design and publishing. And, I recorded the whole thing for your listening pleasure.



You can also download the mp3 here, if you would prefer.

Here's a list of the questions I asked during a little interview:
  • Can you tell me your background in game design and publication?
  • How many LDS themed games have you designed? Could you tell me a little about each one?
  • How many of your LDS games have been published?
  • What experience do you have with LDS game publishers?
  • Where can I get a hold of your games?
  • Do you have any suggestions for those who want to publish LDS themed games? (What is the best course of action? Who is the best publisher to approach? Etc)
  • How many LDS themed games have you played?
  • What is your favorite LDS themed game (that isn’t your own)?

If anyone is interested in contacting Mike, they can do so at mikeagrelius@gmail.com. Thanks Mike for your time and your insights into LDS games!




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Tuesday, October 27, 2009

Interview with Bruce Hammond of Missionary Novelty Company


I recently spoke with Bruce Hammond of Missionary Novelty Company. He was kind enough to share his experiences of running a company and publishing LDS themed games.




You can download the interview here (if you would prefer).

We discussed several games that are currently available and others that are coming out next year. He was very open to discussing his games and his experiences. Thank you Bruce for your time and insights!

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Monday, October 26, 2009

Q&A with the "Righteous" Guys

Righteous! Book of Mormon Edition
Designed, Programmed, and Illustrated by Bryan Beach & Dave Thompson

This is an interactive DVD game based on the stories and characters from the Book of Mormon. Bryan Beach did the illustration and Dave Thompson programmed the DVD and did the animation.

I was able to ask a few questions and get a few answers from the designers about their process of game design, pitching it to Deseret Book, and pretty much their experience with the game. So, I figured I'd share it with the world (with their approval, of course). My questions are in bold and their answers in italics.

How did you get into game design?
We both work for the same company that produces and licenses films on DVD. We made a perfect team in creating a DVD board game, where Dave could design the interactive media and Bryan could design the printed materials.

What led you to design Righteous?
Dave came up with the idea while watching his relatives play the DVD/board game "Scene It.” He was surprised at how much his younger nieces and nephews had picked up on answers to questions of movies they had never seen before. We were hoping that the images and questions presented in our game would spark a child's interest in wanting to learn more about the characters in the Book of Mormon and create a fun opportunity for parents to teach them.

How long did it take?
To pitch of the game, we put about 25% of the game together in a month or so. Once the game had been accepted by Deseret Book, we worked on it for another few more months to fill-in content and finalize the project. Deseret Book, however, does have a time schedule in which they release products. After all materials are submitted to DB, it takes several months for the actual product to be printed/produced overseas. “Righteous” didn’t actually hit the store shelves until about 18 months after we initially pitched it to DB.



Was it a difficult process?
Since we both have full time jobs, we had to sacrifice a lot of our own time in the evenings. This made it difficult in terms of absorbing time, but the most difficult task was meeting the deadline with a finished and working product. It took some trial and error to get the board to line up properly when folded and the menu animation and DVD programming were quite a task.

What roles did the two of you take on?
Bryan designed and illustrated all of the printed materials. He also did the illustration utilized by the DVD, and the music/audio and the animated characters on the DVD. Dave designed and authored the DVD portion. He animated all of the effects on the DVD and conceived the interactive games and wrote most of the questions utilized by the DVD. We hired a contractor to write all of the written card questions.

How did you go about testing the game?
The hardest part about working with DVDs is that DVD players are all different. The quality of the DVD player and the features it offers, effects how the DVD will play back. Because of this, we had to test it in various brands of players and create a disc that would work best for the majority.

At what point did you pitch the idea to Deseret Book?
We pitched it as soon as we had a working proto-type, which was only a couple of months after we talked about the concept. There was nothing in the LDS market like it and so we had to act fast.

How did that all come about, how did you approach them, etc?
We made numerous cold calls trying to reach the right person. We told them that we had a product they might be interested in and wanted to set up a meeting. We were lucky in the fact that they happened to be looking for a new product at that time and that our game might fit the bill. Major luck.

How successful has the game been?
We didn't have much experience in creating a game for the LDS market and so were unsure of what to expect. Since we have nothing to compare it to, we really don't know if it has done well compared to the other games being sold or not. It seemed to sell well during the first few months, but sales have declined since then. Games really do best during the Christmas shopping season and “Righteous” was first released at that time.

Are you planning on doing any other versions?
We will most likely not create another version of “Righteous” but have a few other ideas on the back burner. Most recently, Deseret Book has released a card game that Bryan has created with the same characters from "Righteous" called the "Book of Mormon Card Deck."

Do you have any suggestions or specific insights you’d like to share with others who are designing games and trying to get them published?
Strive to make your game standout, be fun, LOOK professional and BE professional. The trick is to accomplish these things but also keep the costs low. It’s not easy but it is possible. Best of luck!

A big thanks goes to Bryan and Dave for their time in entertaining my curiosity. I really appreciate it!

Get a copy of the game here.
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Wednesday, September 9, 2009

Talking Title of Liberty: Total War

I recently talked with Darren Andrews about his experiences modding and working on the Title of Liberty mod he did on Rome: Total War.

Here is a list of the questions I had going in (not that other things didn't come up as we talked):
1. What is modding?
2. What got you into modding games?
3. What are the legalities involved in game modding?
4. How long does it take you to mod a game?
5. How many mods have you done?
6. What made you decide to do a Book of Mormon based mod?
7. Tell us a little about the nature of the game: how it's played, what special features are included, etc.
8. How were you able to get other artists involved in the project?
9. Any idea how many times the game has been downloaded?

I also asked him a bit about board and card games that he had worked on designing earlier in his life. He worked on a large Book of Mormon war game and a more card based game with the theme based on the Sons of Mosiah and their missionary efforts. Pretty sweet!! I hope he gets up to his attic sometime and pulls out those old designs.

Enjoy!



Click here to download the .mp3 file

You can find the link to download Darren's mod on the Book of Mormon Battles website (here, hosted by James H Fullmer).

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Wednesday, July 8, 2009

Conversation with James H Fullmer

I recently was able to speak with James H Fullmer about his experiences with designing, illustrating, and publishing (via Covenant Communications) his two games, Book of Mormon Battles and Warriors of the Promised Land.



Download the conversation here.

I had a list of questions that we discussed. We didn't really read them out loud or anything, so here they are.
  1. What made you first decide to design a game?
  2. Was the idea Book of Mormon Battles from the beginning or did it sort of evolve to that as you worked on it?
  3. How did the design process go? I mean, did you get some paper, cut it up, and mark them for cards, or how did it go?
  4. When did Covenant Communications enter the picture? Did you contact them as you were working on the idea or more after you had it all worked out?
  5. How did the whole relationship work with Covenant?
  6. What was your process for the artwork (there are a lot of images in both games)?
  7. What made you decide to go the second game Warriors of the Promised Land?
  8. Was the process with that game pretty much the same as with the first?
  9. Do you know the print run size for either game?
  10. Do you know how successful the games have been (how many have sold)?
  11. What did you learn from your experience that you would like to share with other "would-be LDS/Mormon game designers?"
This is my first dive into doing a podcast or recorded interview/conversation, whatever you want to call it. So I learned quite a bit about that. Plus I enjoyed meeting James (Jay as he prefers to go by) and learning about him and his experiences.

Hopefully this will be of benefit to someone besides me, but if not, I enjoyed it and found it enlightening.

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