Last week on Sup Holmes (now on itunes) we happily welcomed former Next Level games and Silicon Knights programmer Ryan Vandendyck to the show. Ryan worked on games like Spider-Man: Friend or Foe, Super Mario Strikers, and L...
If you have even a passing interest in video game music, this episode is a required listen. In fact, I'm going to go on record to say that everyone interested in interesting people anywhere should get to know Jake Kaufman. Funny, insightful, humble, and talented, he's truly a talk show dream come true.
Jake makes for a tough act to follow, but WayForward co-founder and Shantae creator Matt Bozon will do his best to take that challenge on Sunday 1pm PST/4pm EST. Watch us cap off WayForgust in style!
On last week's Sup Holmes (now on iTunes and t-shirts), we welcomed Austin Ivansmith back to the program. We heard all about his fine arts background and formative experiences which brought him to game development in his first appearance on the show, so this time we concentrated on his biggest project to date -- DuckTales Remastered.
There was a lot to talk about, which lead to use going almost 30 minutes longer than usual. Taking on a largely abandoned but still beloved Disney/Capcom franchise like DuckTales is no small potatoes, but Austin clearly had the heart and mind necessary to make it happen. Reuniting the original voice actors from the show, bringing on original artists from Disney, staying true to the spirit of the show and the game while adding new content while cutting design elements that limited the original title, and putting it on almost every console out today took a lot of risk taking, know how, and inspiration.
You'd imagine that after having put so much of yourself into a project, that reading a few damning reviews would be disillusioning, but Austin remains cool and respectful towards the game's detractors. There was a whole lot more we talked about, but if I recap it all hear, you'll be reading this all day .
Thanks again to Austin for hanging out with us, and tune in this Sunday at 1pm PST/4pm EST when we welcome Yacht Club Games and WayForward composer Jake "Virt" Kaufman. Watch as WayForgust continues on to victory.
This week on Sup Holmes we welcome Austin Ivansmith (Mighty Switch Force: Hyper Drive, Thor, Ducktales Remastered) back to the program. The last time we had Austin on the show there were game announcements and life changing ...
Jeff and Regular Show creator J.G. Quintel quickly bonded over a mutual appreciation of the Sega Master System, and that bond was big influence on their game's development. Specifically, the character switching hook of lesser known platformer Psycho Fox helped to inspire Regular Show's multi-mode mechanics. Blaster Master was also a big inspiration for Jeff. Knowing that has me all the more confident that the game is in good hands.
Thanks again to Jeff for hanging out with us, and tune in this Sunday at 1pm PST/4pm EST as WayForgust continues with Ducktales Remastered's Austin Ivansmith. It's going to be spec-quack-ular.
Last week's Sup Holmes (now on iTunes) was a real barn burner. Cassie Chui lit up the screen with her effervescent personality and passion for game design. She decided at the early age of eight that game development was in her future. It was the N64 that did it to her, though what part she would play in game creation remained unclear for many years.
It wasn't until a game design theory class in college that Cassie's path was solidified. We didn't get to it in the actual interview, but I asked her after the fact what it was about this class that made her sure that game design was her passion. She told me "...that Game Theory class helped me discover that what I really wanted to do in games was create 'fun' for another person. The prospect of being able to create an experience like that for other people was really what drew me into game theory and game design." So this person wants to dedicate her life to helping you have fun, even though she doesn't even know you! How nice is that?
Answer -- Pretty darn nice.
We talked with Cassie about a whole slew of other topics, like her internship at Untold Entertainment Inc (creators of Sissy's Magical Ponycorn Adventure), her love of League of Legends, Animal Crossing, Monster Hunter, cosplay, and of course, the wild ride she's taken with Michael Todd and company towards creating Electronic Super Joy (now on Steam Early Access). Thanks again to Cassie for joining us, and tune in this Sunday at 1pm PST/4PM EST when we welcome Jeff Luke (Regular Show: Mordecai and Rigby in 8-Bit Land) to the program. It's the beginning of WayForgust! Expect at least one musical number.
Last Sunday's Sup Holmes (now on iTunes) was another example of how quickly things can escalate with a returning guest. Though I've only spoken to Jools Watsham on a couple of occasions, it felt like settling in with an old friend from the moment Sinistar said "go."
Jools was kind enough to grant us with all kinds of exclusive information regarding both the business and development sides of Renegade Kid. We learned that Mutant Mudds sold best on 3DS, less well on iOS, and how the game changed the way Renegade Kid looked at the world of self-publishing. We also got deep into the psychology behind the upcoming Renegade Kid titles Cult County and Treasurenauts. The dark side of religion, the perks of multiplayer, the influence of Silent Hill 2, and ways to give the player a sense of constant discovery were just a few of the subjects on hand.
We also got into the dynamics of working on with various platforms and publishers. Jools was pretty clear that for both personal and professional reasons, working on Nintendo platforms means a lot to him, but that doesn't mean he's bound to them. Mutant Mudds is officially on its way to PS3 and PS Vita. It'll be one purchase for both consoles, with the potential for cross-play. Very exciting news for Sony console only owners out there who love a good platformer.
The we got exclusive word on some plans for Mutant Mudds 2 (bosses confirmed!), the secret back story of Granny (she's the Obi Wan Kenobi of the Mudds-verse) and so much other stuff. It's required listening for fans of any game that Jools has ever put out (especially Rod-Land). Thanks again to Jools for being such an amazing guest, and tune in this Sunday at 1:00pm Pacific / 4:00pm Eastern when we welcome Matt Thorson (Towerfall, Give Up Robot) to the program.
Eight days ago on Sup Holmes (now on iTunes) we were lucky enough to snag Mr. Michael Frauenhofer, creator of Demon Chic. I can say with confidence that there is no one else in the game development scene today quite lik...
It's been a power-packed couple of weeks on Sup Holmes (now on iTunes). Last Sunday we were welcomed by a wonderfully pregnant Kellee Santiago, co-founder of thatgamecompany (fl0w, Flower, Journey). At the height of her game, Kellee dropped the mic and joined the team at Ouya (which hits retail at June 25th) as head of developer relations.
We talked with Kellee about how she got started in development, why she's so excited about Ouya, why she left thatgamecompany, the potential for her to "get the band back together", how to market my dumb game idea about collecting art and making it fight Pokemon style, and a lot more. Kellee's ability to embrace risk and make it work for her is an inspiration. She even showed us her baby bump. Giving birth to a human being while working on launching a new home console at the same time? Amazing.
Just as Kellee's story defined everything that Sony did right with indie development on the PS3, James Silva's story defines everything that Microsoft did right with indies on their last console. That's not all James and Kellee have in common. He's also no stranger to risk. Working almost exclusively on the Xbox 360 (both XBLA and XBLIG), releasing multiple titles developed alone or with his wife, he's continued to stay true to his unique vision for hand drawn, punk rock, comedy action games (The Dishwasher series, I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1, and the upcoming Charlie Murder).
We normally run a live airing of Sup Holmes live at this time every Sunday, but due to E3 shenanigans, we did show yesterday with the great James Silva (and his wife and two cats). So instead, here is a re-run of last week's...
On last Sunday's Sup Holmes (now on iTunes) we were joined by the unflappable Rami and J.W. of Vlambeer fame. The reveled the path of near-cancellation and eventual success of Ridiculous Fishing, the origins of their unique ...
Jasper Byrne, creator of Soundless Mountain, Lone Survivor, and the upcoming release New Game+ had a lot of new info to share with us on last weeks Sup Holmes (now on iTunes). We heard about the new graphics, new content, an...
I'd like to pay Richard Hofmeier to talk to me about videogames. During last week's Sup Holmes (now on iTunes), he told me about so many great things, like the free online "game" Geoguessr, surrealist interactive text auteur...
Last Sunday of Sup Holmes (now on iTunes) we were joined by Sean, Woz, and Erin of Yacht Club Games. We got the full scoop how their debut game Shovel Knight has managed to gather so much attention (and money), why...
Last Sunday's Sup Holmes (now on iTunes) was slightly intoxicated foray into the mind of two tattooed barbarian warriors who just happen to make videogames.
Though I don't get the sense that Vieko Franetovic ...
On last Sunday's Sup, Holmes? (now on iTunes) Steve Swink made me look bad. I thought I knew a thing or two about the man, but our discussion revealed that there a lot of important stuff that I had missed, like his work on Tony Hawk: Underground and the book on game design he wrote. I also learned about the beard of sorrow he grew while working on an unreleased Xbox game called The Unseen. I can relate with a man who has grown a beard of sorrow.
The meat of the conversation focused on two things, Steve's upcoming game Scale (exclusive screenshot featuring new pretty-as-f*ck art direction in the gallery) and Steve's work on videogames purposed to replace text books in the nation's school system. I can't decide which one is more likely to make him rich and famous. Scale is a game where you can grow or shrink any object in the game to nearly any degree. It's the kind of game that is compatible with almost any human, as almost every human is more fascinated with things that are very, very large or very, very small. The challenge for Steve is to make the game live up to the mechanic. I don't envy the amount of work it'll take to pull that off, but I'm confident he can pull it together.
As great as Scale sounds, I'm actually more excited at the prospect of Steve's work in the education system. The two games he helped designed for the school curriculum (one on Earth Science, the other for Persuasive Writing) sound amazing. To treat children with respect and to reward them for growing and achieving through the language of videogames is just brilliant. It sounds like it worked too. To give today's kids (and the rest of us for that matter) the opportunity to learn through doing instead of tasking us to coldly download information through memorization seems like common sense, but it takes risk takers to make it happen. So make it happen, everybody.
Thanks again to Steve for coming on the show, and tune in this week when we welcome fighting game champion, Talk Fast star and Divekick developer Adam Heart to the program. It'll be a hoot.