GTKYD

Gemini Rue (PC)

Who are you and what do you do in the games industry?

My name is Joshua Nuernberger and I’m a full-time student, part-time game developer, and the creator of Gemini Rue.

What products have you worked on in the past?

I created La Croix Pan, a 2D World War II adventure-FPS hybrid, and Chatroom, an IRC chat simulator which was created in one week. I’ve also done some freelance work for other adventure games and some iPhone apps.

Gemini Rue is your current game that you are releasing, what is it and where did you get your inspiration?

Gemini Rue is a neo-noir, point n’ click, dual-narrative, retro-styled adventure game that follows the stories of two separate yet interweaving characters in a science fiction, film-noir world. I get my inspiration from various TV shows, films, anime, books, video games, and last but not least, life.

Gemini Rue use to be called Boryokudan Rue. What do both mean and what was the reason for the change?

“Boryokudan” is Japanese for “violence group,” i.e. the mafia (thanks, Google translator!), and “Rue” is English for regret or remorse. (There is a French “Rue” too, but it’s not what I intended.) So, the original title (Boryokudan Rue) meant “violence group – regret.” As you can imagine, “Boryokudan” is just as hard to pronounce as it is to spell, so some re-thinking was involved in changing the title to Gemini Rue. On that note, Gemini is the location of the game’s setting. (It’s sci-fi! They’re in outer-space!) And it also has mythological significance with the motif of twins, or duality, so it parallels the game’s double nature with its two protagonists and narratives.

This is the first project you are releasing to retail, why is that?

My last two projects were released as freeware, and I felt that with the scope of Gemini Rue, it wouldn’t hurt to try and go commercial and see what happens, especially after making it to the IGF [Independent Games Festival, 2010].

You have used the “Adventure Game Studio Engine” on multiple projects, what makes it so good for your style?

AGS is designed for recreating the type of gaming experience that existed with the classic LucasArts and Sierra adventures, so it’s perfect for designing this type of game. Moreover, the engine is constantly updated and has a great community, so all the more reason to go with it.

I know that you had someone else create the soundtrack, are there others that helped along the way?

People have been very supportive in little but still helpful ways, whether it was offering story suggestions, coding a module, or testing the game for bugs. Now, thanks to Wadjet Eye Games, we also have a full cast voicing the game. Other than that though, it was basically a two-man team: Nathan Allen Pinard on music & sound, and me on everything else.

I wish every game had an in-game commentary, why did you include it with Gemini Rue?

Commentary is something that I really enjoy from Valve’s games, because it allows the player to see into the mind of the designer and appreciate all the decisions and effort that went into a game. Plus, it doesn’t take that much effort to add.

Do you prefer the adventure game genre for personal gaming?  What other genre to you enjoy?

Yes and no! Hehe, it seems to be a bit hypocritical, but it’s really hard to find the time and the right mindset to play adventure games in this modern day and age, in my opinion. They take so much time to dive into, and involve so much contemplation rather than action, that it’s hard to justify their play on a day-to-day basis, at least in my life. Hopefully I circumvented that with Gemini Rue, because that was the mindset I designed it in.

As for what genres I play, I used to play just about every genre growing up, but these days it’s probably more indie games, casual games, or once in a while a FPS or RPG.

Playing anything for pleasure recently, if so, what?

A couple of games I’ve enjoyed recently: Super Crate Box (Vlambeer), A House in California (Cardboard Computer), and Flywrench & Nidhogg (Messhof).

Any hints on what your next project is going to be?

Sabbatical, most likely. :)

Anything else you wish to share with the readers of GamingBits?

Please pre-order Gemini Rue to help fund a poor college student’s tuition.

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Thanks to Joshua Nuernberger for participating in this interview! For more details on pre-ordering Gemini Rue, visit the official website at www.geminirue.com.

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Hydrophobia screen (XBLA)

Please introduce yourself and what you do in the gaming industry.

My names Rob Hewson, Senior Creative Designer at Dark Energy Digital and I work on the high level design of Hydrophobia.

How did you start out in the games industry and how did you make it to your current position?

I was very fortunate to have grown up in the games industry, my dad ran very successful game publishers in the 80s and 90s and as such I was exposed and hooked very young. I did a degree in Computing Science and worked in web development for a couple of years before getting my foot in the door in a QA position. I worked hard, constantly hounded my superiors and worked my way up to start on the Hydrophobia concept.

What are you working on currently or just released?

Hydrophobia launches on the 29th September, and it’ll mark the end of a very long and complex project. We’re really proud of what we’ve accomplished and very excited about taking this new IP forward.

Pitch us on Hydrophobia, what is it, what makes it unqiue?

Firstly we’re redefining what a download game is thanks to InfiniteWorlds. Our procedural technology not only allows us to work more efficiently, it also massively reduces filesize, so Hydrophobia is the first true retail quality game for XBLA.

Secondly it’s the debut of HydroEngine – the worlds first true fluid dynamics engine for games. It’s a proper physics simulation of water, so it will flow from one area to another, carry objects or floating oil fires with it, and the resulting ‘flow combat’ makes for some of the most dynamic, emergent gameplay ever.

How does it make you feel that Hydrophobia is the lead game in the Game Feast XBLA promotion?

It’s a big vindication of all the hard work and the belief we have poured into Hydrophobia. This is the next leap forward for XBLA, it raises the bar and it’s great that Microsoft are as excited about that as we are.

Was the game originally designed for the downloadable space, if so, why?

In truth we set out to make this epic game assuming it would end up at retail. The procedural technology of InfiniteWorlds was created to allow us to be far more productive and compete with big titles despite being a smaller team with a modest budget. However a side effect was this reduced filesize and we realized we could pioneer a new generation of high quality download games. Microsoft was incredibly excited when we showed them the technology – we’ve made zero sacrifices moving to XBLA, it just already worked thanks to InfiniteWorlds.

The water physics engine is totally unique and different, was Hydrophobia designed around it? Please explain.

Our R&D Director Huw Lloyd has a PhD in Astro Physics, he set out on this personal mission to create a true fluid dynamics game engine and cracked the very unique equations. For the design team it was brilliant, he just came to us and said “look at this”, our jaws dropped to the flood and we set about exploiting the tech to create a new gameplay experience. Of course in truth it took a huge amount of experimenting in order to learn how you deal with such a dynamic force and how you get the fun out of it. In fact that’s another reason we created InfiniteWorlds the way we did, to allow rapid prototyping of ideas.

Is the new water engine going to be licensed out to other companies?

We’ve had a lot of interest, but we wanted to release Hydrophobia first to show the world that it is real, you wouldn’t believe how many people claimed we were faking in the beginning!

We talked about how Hydrophobia is designed as a trilogy, any reason why?  Are you currently working on the next one?

We wanted to create an epic new IP, a unique universe which sidesteps many of the clichés you get in other games. The story behind Hydrophobia is huge and we’ve been refining it for years. As for whether we’re currently working on the next one… well let’s just say we’re not treading water!

Anything else you wish the readers of GamingBits to know about you, Hydrophobia or Dark Engery Digital?

Just that it was a pleasure to be able to talk to you and please, please try to beat our QA teams leaderboard scores so we can end their bragging!

Hydrophobia

Hydrophobia screen (XBLA)

Thanks to Rob Hewson and Dark Energy Digital for making this interview possible! For more details on Hydrophobia, visit the official website at www.hydrophobia-game.com.

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Please introduce yourself and tell us what you do in the games industry.

My name is Matt Small, and I’m the Creative Director and Lead Artist at Vector Unit. I’ve worked in the industry for about 12 years, mostly as an Environment Art Lead.

How did you get your start in game development?

I snuck in through the back door. I started out doing desktop publishing and graphic design for things like Yellow Pages ads for local businesses. I totally bluffed my way into a gig as a 2D animator at Berkeley Systems, animating characters for screen savers like After Dark. After that I learned 3D and got a job at Stormfront Studios working on a PSOne/N64 game called Hot Wheels Turbo Racing. Since then it’s been console game development all the way.

What games have you previously worked on?

After Hot Wheels I worked on Blood Wake, then Lord of the Rings: The Two Towers and a little on Demonstone. Then I left Stormfront for EA Redwood Shores and worked on LotR: The Third Age, James Bond: From Russia With Love, the Godfather, a little on Deadspace, and then Spore.

What game have you been working on or just released?

Vector Unit just released our first game as a studio: Hydro Thunder Hurricane for Xbox LIVE Arcade.

The game is a part of this year’s Summer of Arcade promotion, can you explain that process and your reaction to it?

Well the selection process itself is a little bit of a mystery to us; it all happens behind closed doors, and I think it involves Ouija boards and chicken sacrifice. All I know is a lot of games want to get one of those coveted 5 slots, and we were extremely excited when we found out HTH had been selected. Jokes aside, I think it says a lot for the hard work and love that the team members put into the game.

Hydro Thunder is a license that was from developed at Midway, can you explain how it came to Vector Unit?

We pitched Microsoft on a speedboat racing game we’d been working on. We had a playable prototype, and they liked it – after talking with them about it, the idea came up of attaching the Hydro Thunder license. They acquired the distribution license from Midway, who promptly went out of business and sold the ownership rights to Warner Brothers – that’s why you see the WB logo in the game.

Hydro Thunder Hurricane screen

How was your experience developing for the Xbox 360?

We love the 360. Our prototype was actually on the PC. When we got our 360 dev kits, it took hardly any time to get the game up and running on the hardware. It’s extremely easy to develop for, very forgiving, and it can just push so much eye candy. Plus, we love the Xbox LIVE experience, the multiplayer matchmaking and party systems, all that stuff.

Are there any plans for downloadable content in the future, if so, can you explain its nature?

Can’t say too much specific, but yes there are plans. We’ll be announcing more about it soon.

The leaderboards are quite active and have some insane times, who has the best times at Vector Unit? Who has the worst?

Yeah we’ve been pretty impressed with some of the leaderboard times out there. It’s already gotten to the point where we can’t seriously compete in the top 20 or so. I’d love to say I’m the best at VU, but it would be a total lie. Ralf Knoesel, our technical director and lead programmer (and my co-founding partner in the company) is the guy to beat around here, at least on most tracks. As for the slowest…. Well, I won’t name names but his rhymes with “ill”. Then again, he was the artist who built the Storming Asgard track, which I love, so I forgive him his lack of boat skillz.

What was the toughest challenge you had during development?

That’s a tough question. I guess the hardest part was fitting everything we wanted into the tracks. We just kept piling more and more stuff in there – the giant Thor in Asgard, the UFOs in Area 51, the interactive fountains in Seoul Stream. The more we did the more ideas came to us for upping the intensity level of the tracks. Eventually we had to put our pencils down and finish it all up.

Anything else you want to tell GamingBits readers about Vector Unit or Hydro Thunder: Hurricane?

Yes! If you love this game, please tell everyone you know to buy it. Not just because we want to make money (which I admit we do), but also because we love working on this game, and the more people that buy it the more likely it is that we’ll be able to keep making new downloadable tracks and boats for the fans. We’re working on a DLC pack now, but we have so many more ideas that I would love to get out there. Lots of people have asked us for revamps of some of the original tracks – who knows? Anything is possible, right?

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Thanks to Matt Small and Vector Unit for making this interview possible!

Visit Vector Unit’s official website here.

Purchase Hydro Thunder: Hurricane or download the demo here.

Vector Unit logo

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Fat Princess: Fistful of Cake is about to debut on the Sony PSP, from game developer SuperVillain Studios. It’s just recently gone gold and here to give you a little introduction to Fat Princess: Fistful of Cake is Chris Rausch, from SuperVillain Studios. Chris shares how SuperVillain Studios squeezed the Fat Princess experience into the PlayStation Portable format, gives some tips on the game, and some tips on a career in game design as well. Without further ado…

Please introduce yourself and tell us what you do in the gaming industry.
Hi! My name is Chris Rausch and I am the Chief Creative Chiefing Chief at SuperVillain Studios.  Basically I’m an overblown game designer.
 
What game were you just working on or have recently released?
Our latest project to be released is Fat Princess: Fistful of Cake for the PSP, which is due out very soon!  We’re currently hard at work on a second PSP title that we have been working on for several months, which is due out later this year.  And we’re always working on various pitches and demos as well, trying to make sure we can keep the electric bill paid.
 
Can you give us a synopsis of the game? What type of game would you say Fat Princess: Fistful of Cake is or to whom will it appeal to?
Fistful of Cake brings the excellent Fat Princess game to the PSP and expands it, since the online PS3 market and the handheld PSP market have some distinct differences.  Sony loves the game and wants to make sure they make it available for all of the Playstation fans.  Fistful of Cake has all of the features of the PS3 game, and lots of new content, including an expanded single player campaign, new levels, new character creation items, new game modes, and some other new surprises.
 
If someone missed out on the PS3 release of Fat Princess, will they be able to pickup Fistful of Cake fairly easily?
Absolutely! I’m really excited with how well our team was able to wrap an identical play experience onto the PSP.
 
For those that did play Fat Princess on the PS3, how does this tie into it?
The play mechanics, weapons, tactics, look and feel are all intact!  The expanded single player campaign takes the player to some new locales to meet some new characters as well, but it’s all well within the popular Fat Princess world.  There are also some new game modes and rule sets for familiar players to check out, giving them new ways to play something that they know they are already fans of.
 
Can you tell us some of the unique features in the PSP release versus the PS3 release?
The PS3 version focuses primarily on the multi-player aspect of play.  On PSP, you have a much larger single player and on-the-go crowd.  To that end, we beefed up the single player campaign quite a bit.  It incorporates several of the new levels and new game modes along the way.  We also have included an extensive list of multi-player options as well, and all can be played via both ad hoc (local) and infrastructure (online) modes.
 
When you bring a game over from a robust home platform on the PS3 to the PSP, how do you decide what features to keep? 
We basically start at the top and evaluate each and every core feature and how it was implemented on the much stronger PS3 platform.  Then we decide the order of importance (look, feel, features, etc.) and start tackling everything.  We prefer to have an answer for all of the features, and if something just can’t be done on the PSP, we offer an alternative.  We always strive to not just cut things completely.
 
What would you say is the biggest challenge in getting a game on the PSP platform? 
Memory and processing power.  The PSP has much less memory available than the PS3, and certainly isn’t powered by cell technology.  Even games that may look simple on PS3 tend to use all of that power under the hood.  We rebuilt the game from the ground up on our own Automaton game engine, so we paid a lot of attention to detail in creating the same look and feel.
 
How many players and what sort of multiplayer modes (adHoc/Infrastructure) are supported in the game?

Multiplayer matches support up to 24 characters, with 8 of those being human.  We support both ad hoc and infrastructure modes.  The game itself has all of the game mode available on the PS3, and a few new ones, like Jail Break (capturing jail towers to free your comrades and bolster your headcount), Grim Reaper (a 1 vs. 7 stand alone mode on its own map, ala soccer), and Demolition (a mode in which each team is trying to deliver a huge bomb to the other side’s throne room).
 
Any hints or tips you can share on Fat Princess: Fistful of Cake?

Never go it alone!  If you’re going to take a run at the Princess, grab a hat, grab a bomb (upgrade the worker hat machine) and gather up a balanced posse (warrior, archers, and a healer).
 
From your personal experience, any tips you have on landing a career in game development?
Wow, that’s a tough one right now.  I’ve been in games for almost 17 years, so the climate was very different when I got in.  Schools are offering some really worthwhile courses in game development these days, but make sure that the instructors have relevant experience to pass on.  We look a lot to the local art institute, and have brought in several folks from programs like Full Sail and Animation Mentor.  Competition is super tough right now, with the downed economy and several studios closing or re-organizing.  But if it’s what you want to do, stick to your guns and keep pursuing a spot.  There are lots of different avenues to explore in gaming right now, like casual games, traditional games, indie games, and so on.  So make sure your search is nice and broad too.  You can learn a lot from working in any of these places and they all vary wildly in how they operate, but they all are looking for talented and motivated team members.  
 
Switching to your personal gameplaying habits, what are some of your game influences?
My influences go way back to arcades, Intellivision, Atari, Pong, and so on.  I’ve been a videogame-head since I was a kid.  I still tend to grab every “retro” collection that comes along, and for me, the games still hold up really well, probably based a lot on nostalgia, but also a great respect for making something so fun out of practically nothing.  These days I have been focusing a lot on the more artistic and polished efforts.  I really dig stuff that doesn’t subscribe to the same 3rd person armored space marine routine.  There’s certainly room for the better games in that category too, but stuff like Castle Crashers, Shank, Little Big Planet, Insanely Twisted Shadow Planet (name?), and…Fat Princess (PLUG!) tends to draw me in quickest.
 
What game(s) are you currently playing?
It has kind of been all over the place for me.  Uncharted 2 (man is that game impressive), and I’ve played some Wii Sports Resort, Ghostbusters (couldn’t resist), gone back to God of War II, Scribblenauts, and a bunch of the IGF stuff (I’m on the judges panel).  I’m kind of all over.  I rarely hunker down and commit to games long enough to beat them anymore, I just want to consume everything and take note of the stuff that I like the most.
 
What is next for you at SuperVillain Studios?
We’re working on a really exciting PSP title right now that I hope we can reveal very soon.  We’re also currently working out what’s next for the Fistful of Cake team, so there is plenty going on!
 
Anything else you’re itching to tell us?
Well, I have this rash…oh wait…wrong interview.  You said “itch” and I jumped the gun.  ;-p\

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Thanks to Chris Rausch and SuperVillain Studios for making this interview possible! Keep a lookout for more details on Fat Princess: Fistful of Cake and
SuperVillain Studios at svsgames.com.

For more of our game developer interviews, look here.

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Star Trek Online is a new massively multiplayer online game, recently released by Atari and developed by Cryptic Studios. Game developer Cryptic Studios is seasoned in MMO game development and inherits a massive fan base with Star Trek Online. How is it working with such an established franchise in the MMO game space? Craig Zinkievich, Executive Producer on Star Trek Online, shares his experience on developing the game as well as what some of his favorite games and influences are in this featured "GTKYD"!

Who are you and what do you do in the gaming industry?

My name is Craig Zinkievich and I am the Executive Producer for Star Trek Online.

What are you currently working on or have recently released?

We just released Star Trek Online and we will continue to add content and work on that game. In the near future, we’ve got a bunch of new Borg-themed Episode Missions to add to Star Trek Online. We’re also developing the Klingon faction a bit more, and giving players more avenues to pursue exploratory missions.

How was it working with such an established franchise with legions of fans? Was there an approval process?

We knew coming in that we were going to inherit the Star Trek fan base and it’s been great so far. They’re a passionate, well informed fan base that really cares about the universe.

We had to get approval on many of the things we did from CBS, since they hold the license to the Star Trek franchise. They’ve been great to work with, as well. They gave us a lot of freedom to explore what Star Trek could be, and we’re very grateful to have had the opportunity.

What were the major differences working with the Star Trek franchise?

Different from other games we’ve worked on? Well, there’s definitely more pressure to conform to someone else’s vision. So many people have come before us and left impressions on the Star Trek universe. It’s very humbling. However, there’s also a great opportunity there. We’ve had so much great back story and world building done for us that we can focus on making the game a blast to play.

Who came up with or decided to use the “Engage” button on the launcher, because I think it is pure genius.

We try to throw little goodies out there to the fans that can appreciate things like that. It just shows that we care about this franchise and we’re all fans of Star Trek too.

How do you plan on continuing to grow the amount of content for players in Star Trek Online?

Well since the Star Trek franchise has so much history and so much lore out there, we can expand on that and add new episodes to our game. We want to have more playable factions and really we just want to keep adding new content such as episodes, exploration, diplomacy, ship interaction, and PvP.

Did anyone from the Star Trek series work with you in the office or stop by?

We had voice over work from Leonard Nimoy from the original series and Zachery Quinto from the newest movie, but no one stopped by the office to lend us a hand. We worked closely with CBS and they were great about giving us information we needed.

Now, back to you, what are your favorite games of all time?

My favorite games would be Legend of Zelda: Majora’s mask, Uncharted 2, and Star Control 2. And obviously Star Trek Online.

What was the biggest thing that you learned in creating Star Trek Online?

It’s definitely reiterated that MMO development is a communal process. Everyone, including our players, has great ideas, and keeping an ear open really goes a long way to make games better. We’re really committed to listening to our fans to find out what it is they want in the game. We take a lot of pride in that.

What is next for you and Cryptic Studios?

I will continue to work on Star Trek Online to get more content and newer game play out for the users. Cryptic will continue to work on Star Trek Online and Champions Online. We’re always looking at new opportunities but are still focusing on what is available to the public right now.

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Thanks to Craig Zinkievich, Tricia Gray and Cryptic Studios for making this interview possible! For more information on Star Trek Online, visit the official website at www.startrekonline.com. Star Trek Online is now available for the PC.

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