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Know Your Industry

Know Your Industry: Exclusive Interview With Lips Producer Roger Kurtz

Is there anything more vital than being up on your industry? Whether you're an ambitious up-and-coming writer or a mildly curious video game fan, what producers, developers and publishers have to say and pass on is the most raw, immediate, fascinating information circulating in gaming. We offer you a new, more personal way to get to know the top dogs of video games.

On this edition of Know Your Industry, we get the chance to have a chat with Roger Kurtz, one of the Producers for the upcoming Lips: Party Classics and the already released Lips: Number One Hits. He describes his pursuit of getting into gaming by taking it slow, favorite experiences working with Lips, top tracks in his Lips playlist, and what to expect from the newest game in the Lips series.

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Lips Producer Roger Kurtz


Loading Reality: Thank you for taking time out of your schedule to answer some questions for us, Mr. Kurtz. As a fan of the Lips series, it is my privilege to interview you today. A lot of our readers are interested in getting into the gaming industry. What would you say were a few of the best decisions you made to help you get to where you are?

Roger Kurtz: I came to the games industry in a fairly roundabout way. During the process, there were a few things I did (or didn't do) that were helpful. Since my path to where I am now was fairly nonstandard, "YMMV" definitely applies to anyone wanting to take this as advice.

- I was patient. I knew it would take a while, so I took a long-term view and just kept working at it...I treated getting a job in gaming a bit like a hobby :)

- I used what I knew. Doing things that interested me along the way, I kept a steady income and got my skillset and background in good shape to finally make the jump out of the industry I was in (advertising) and into games production.

- I played games with a critical eye, but didn't stop being a fan. I love to overintellectualize pop culture with my friends, and in the professional realm it became pretty valuable to precisely articulate at a moment's notice what, for example, I liked so much about Oblivion or something. Much of being a good producer is about balancing realism and passion, and knowing which sentiment to advocate at any given time. Being observant while playing really helps one develop a gut instinct on feature ROI, etc.


Loading Reality: Before getting into the gaming scene, did you ever dream of a job like this, or is "producer" a little different from the path you wanted to take?

Roger Kurtz: I figured I'd end up getting into the industry in more of a business capacity, if at all, given my background. That said, most of my other jobs before this one involved me acting as a bridge between the business side and software development side of a given product...i.e. telling devs why it was important for the business to build the product in a certain way, and going to the biz guys to talk about how we could maximize our profit through a specific technical implementation. In the end, I really enjoy building things in a collaborative, creative environment, and a producer role is very much about that. In that regard, I can't imagine a better job than producer given who I am and my background.


Loading Reality: Now, a little bird told me you have a neat past work history. Can you let us know a bit about what you worked on before the Lips series?

lips-retail-packageRoger Kurtz: Back in college, I was a huge movie buff and planned to go to film school. So I've worked in Hollywood a bit on both the production house and on-set side. One summer I worked as an Assistant Director on this soft-core porn movie for Concorde New Horizons, working 16 hour days doing stuff like shaking the bed during a sex scene, making sure the shower water wasn't too cold, playing hacky sack with the talent between takes, etc.

Once I graduated from college, I realized that I hadn't given much thought to how I'd pay for film school. My girlfriend at the time had gotten into the best program in the world for what she wanted to do (Cal, for Urban Planning), so I figured I'd get a job, be with her, and then apply to director's programs later. So I get a job at an internet startup (only job available to me as an English major, I even got turned down at Target for Chrissakes) and two years pass. I learn about ecommerce back in the days when Amazon only sold books and nobody else really sold anything online. As I'm waiting to hear back from film schools, I come in to work one day and am informed that the company has been acquired by Microsoft. So I interview up here, get offered a job, and decide to take it, since a (secure) bird in the hand is worth two in the bush. Sitting at my new desk at Microsoft, I got the acceptance letter to USC :)

So I put in a lot of time at MSN, working in various capacities on MSN's e-commerce portal. I learned a lot and worked with many wonderful people, but suffice to say that merchandising bouquets and managing enormous XML files didn't have me leaping out of bed in the morning.

After that, I spent 3 years working with Xbox LIVE doing technical planning around starting and growing the in-and-around-game advertising business. Yes, I am one of the filthy bastards who put ads in the 360 Dashboard :) Regardless of the public and gamer opinion on the business, I'm incredibly thankful to have done the job, and I'm exceedingly proud of what we accomplished. All of us who started this business are gamers, and we busted our asses to do things in the right way...make the ads relevant, go beyond that relevance to actually give concrete value (like free gamerpics, content, etc), and never intrude on the gamer's experience if we could help it. I'm happy with how our programs and scenarios turned out. It's very fulfilling to do something that has never been done before.

After the New Xbox Experience came out, I had a mini-epiphany, kind of a Lloyd Dobler moment...I had spent my entire career building stuff that was built in order to sell other people's stuff. My career was going ok, and if I went much longer, I'd be locked into working on advertising my whole career. I love advertising, but I wanted to take a shot at building the things that other people sell for a change:).

Thanks to my job working on Xbox advertising, I met a ton of people and parlayed my experience into a producer role here on Lips. I love it. It's intense, immensely gratifying work. I get to make art for a living! So hot.


Loading Reality: When you're away from the office, what games do you play on your own time?

Roger Kurtz: I have a 2 year old at home, so the console-based gaming has tailed off recently. That said, I play a fair bit of portable stuff on DS and PSP. I find myself getting more and more into genre-mashups and "new experiences", stuff like Patapon, Scribblenauts, etc. I also love tactical turn-based titles like Advance Wars, Fire Emblem, and the reigning champ of this genre, the Disgaea series. On the console, Crackdown is still my favorite 360 game. I loved that and am excited to play Crackdown 2 when it comes out. Fallout is fantastic as well, I think the Pip-Boy targeting system sound effect is permanently burned into my brain.


moon-patrolLoading Reality: Can you recall what your first experience with video games was?

Roger Kurtz: I remember playing Moon Patrol a ton in the arcade in the basement of the MGM in Reno (where I grew up). I loved arcades as a kid...Kangaroo, Moon Patrol, Xevious, Food Fight, Elevator Action, those were my jams.


Loading Reality: We know you are currently producing Lips: Party Classics. What is your favorite part of working with a game like Lips?

Roger Kurtz: I have a bunch of favorite moments associated with the Lips production process. I love music, I love karaoke, so in many ways Lips is a perfect project for me. Don't get me wrong, I love setting zombies on fire as much as any other red-blooded gamer, but as a guy with a family it's nice to work on a game that grandmothers, adults, and teens can play together. I'll rattle off a few of my favorite parts in no particular order...

- Getting an awesome song that I love cleared through licensing. I pumped my fist when I saw the approval for LMFAO - "La La La" come through recently. I've been pimping LMFAO for about a year now, it'll be great to have them in-game.

- Finding the perfect piece of album art to go with a song. Totally small thing, but many of my early memories of music are linked with holding the album jacket in my hand while the record played... it's really important to us design-wise to honor the source material. Our content is what people come for, and we want the gameplay experience to add to rather than distract from the source material. When you play the song in game, we want you to feel the way you feel when you're singing along in your car, when you're jamming out listening to your headphones, when you come out of the store and can't wait to rip the cellophane off the CD. That joy of discovery and participation is so vital to what music is for people.

- Nailing the lyrics. I'm an English/grammar/pop culture geek as well as a huge hip-hop fan (by and large my favorite genre of music), so I love getting the lyrics just right, especially on a difficult or fast song like "Hip Hop Hooray", which you will probably be seeing in a Marketplace near you pretty soon...

- Tuning gameplay. The iNiS chart team and our MGS test team do an awesome job of balancing gameplay, making sure the duet chart really shines, and polishing the experience as a whole. It's a pleasure to sit with our testers (as they're both awesome singers), hear them kill a song, then watch them make it even better with some careful consideration and collaboration.


Loading Reality: Since you're around Lips music so much, you must get tired of some songs. What tracks get on your nerves and which ones never get old?

lips-giddy-old-time

Roger Kurtz: For the most part, working on Lips has really enhanced my enjoyment of music. I used to be (and still probably am) a bit of a hater when it came to pop music, but pop is our bread and butter, and Lips has given me a deeper appreciation for pop as a genre. Our music supervision team does a fantastic job picking great songs (not as easy as you might think given the complexities of licensing and our commitment to entertaining a worldwide audience), and it's an honor to help bring them to fruition as a game product.

Some of my all-time favorite songs from the Lips Universe, with on-disc songs listed first...sorry for the length, I have a lot of favorites!

- Lupe Fiasco (ft. Matthew Santos) - "Superstar" (V1)- As I mention above I'm a huge hip-hop fan, and this song provides some fantastic gameplay...great mix of rhyming flow and singing, the hook is killer.

- Lady Gaga - "Just Dance" (Number One Hits) - One of the best pop songs of the past decade. An absolutely monster tune.

- Foreigner - "I Want To Know What Love Is" (Party Classics) - Perfect embodiment of the Lips Party Classics spirit. Healthy dose of cheese (check out the haircuts in the video!), but it feels so good to sing. I walked by my manager's office one day and found our business manager standing on his desk, screaming this song at the top of his lungs.

- UB40 - "Red Red Wine" (Party Classics) - This song had a complicated production process that yielded a fantastic result. We discovered that the original video didn't have the toasting verse in it (the "red red wine you make me feel so fine / you keep me rockin' all of the time" breakdown in the middle), and how can you release this song without the toasting verse? So with the help of our licensors, we created an extended edit of the video in order to incorporate the toasting verse (something the SingStar version of this song does *not* have, I must point out :) ), and we think it turned out great. I also love to see lyrics in the Jamaican patois since I dig reggae and dancehall music.

- Erasure - "A Little Respect" (???) - Possibly the best video ever made. I'm not a huge Erasure fan but the hilariously awesome video gets me every time. All these Youtube auteurs creating "literal videos" were beaten to the punch years ago by the dudes from Erasure, who made a literal video for their own song.

- Vanessa Carlton - "A Thousand Miles" (DLC) - Our best-selling DLC song, which is a complete mystery to us. That said, it's really fun to sing, very catchy, and has a fantastic chorus.

- Kanye West feat. Chris Martin - Homecoming (DLC) - Yes, Chris Martin singing a song about Chicago is...suspect. But I was in the midst of crunching for Lips Number One Hits last summer, not sleeping much, feeling overwhelmed, and I did the lyrics for this song on the bus on the way in to work one morning... made me remember why I enjoy the job, I literally ran off the bus to get to work :)

- Bing Crosby - "White Christmas" (DLC) - A timeless classic, Bing's voice is like hot cocoa on a cold winter day, so perfect.

- Concrete Blonde - "Joey" (DLC) - Who knew that a song about a terminal alcoholic would be so fun to sing?

- Sir Mix-A-Lot - "Baby Got Back" (DLC) - Gotta represent Seattle! Plus this is my wife's karaoke magnum opus, she always kills it with this track.

- Heart - "Alone" (DLC) - well out of my range, but hearing a good singer nail this one is a near-spiritual experience.

I do have a few personal "least favorites", but since *every* song we have is fantastic, of course, my least faves are often tied to production issues that have caused the team a lot of pain during the production process. No need to air the dirty laundry in this interview, though...


Loading Reality: Is there a story behind how the game came to be called "Lips"? Were there other potential names that were scrapped?

Roger Kurtz: It was decided to call the game Lips before I began working on the project, so I have to claim ignorance on this one :)


Loading Reality: How do you go about choosing the songs you put on the disc instead of on the digital store?

Roger Kurtz: We like to put our most widely appealing songs on discs, keeping in mind that our audience is global in nature. Some songs which are very popular in the US aren't as popular in Europe, so those are better suited for DLC. Our music supervision team does a fantastic job in mixing gut feeling and personal preference of our key stakeholders with data to slot songs the way they do.


Loading Reality: I know the following questions may not be answerable, but here goes nothing! Will the Lips series go beyond its current features and onto something like Lips 2?

Roger Kurtz: I think you're right, I'll likely be tased if I comment on any future plans for the Lips franchise...


Loading Reality: Are there any new features in Lips: Party Classics?

Roger Kurtz: We've added a couple new elements that we really like and that we think will increase the appeal of Lips.

1) USB mic support - while the best singing and playing experience will still come from the Xbox 360 Wireless Microphones, we wanted to broaden the appeal and addressable audience of the game as much as possible. So if you've got a USB mic from Rock Band, Guitar Hero, etc, you can plug it in and play!

2) New avatar awards and achievements - Really excited about the avatar awards that we've got lined up for Party Classics. They're tough to earn (tied to performance levels in specific songs), but they're well-worth it and really embody the spirit of Party Classics! And of course everyone loves achievements.

lips-ymca


Loading Reality: Last, but not least, have any songs you'd like to announce for Lips: Party Classics?

Roger Kurtz: How does the whole Party Classics song list sound?

Infectious Pop Songs to Get Movin’ To

“Doctor Jones” by Aqua
“Let’s Get It Started” by Black Eyed Peas
“Rhythm of the Night” by DeBarge
“Groove Is In The Heart” by Deee-Lite
“I Will Survive” by Gloria Gaynor
“I’m Too Sexy” by Right Said Fred
“Y.M.C.A.” by Village People

Anthems for Hopeless Romantics

“You’re Beautiful” by James Blunt
“I Want to Know What Love Is” by Foreigner
“She Will Be Loved” by Maroon 5
“To Be With You” by Mr. Big
“Addicted To Love” by Robert Palmer
“Every Rose Has Its Thorn” by Poison
“Kiss Me” by Sixpence None The Richer
“When a Man Loves a Woman” by Percy Sledge
“Is This Love” by Whitesnake

You May Know the Words to These (But Do You Really???)

“Love Shack” by The B-52’s
“Tubthumping” by Chumbawamba
“I Touch Myself” by Divinyls
“Live is Life” by Opus
“Shiny Happy People” by R.E.M
“Wannabe” by The Spice Girls
“Red Red Wine” by UB40
“Rock and Roll All Nite” by KISS

Songs to Shamelessly Sing in the Shower… or Living Room

“What’s Up” by 4 Non Blondes
“Word Up” by Cameo
“Friday I’m in Love” by The Cure
“Laid” by James
“Black Velvet” by Alannah Myles
“True Faith” by New Order
“I Think We’re Alone Now” by Tiffany
“Rehab” by Amy Winehouse<

Classics Jams for the Singing Hall of Fame

“It’s Not Unusual” by Tom Jones
“American Pie” by Don McLean
“My Sharona” by The Knack
“Sweet Home Alabama” by Lyrnyrd Skynyrd
“Brass in Pocket” by The Pretenders
“Unchained Melody” by The Righteous Brothers
“These Boots Are Made For Walking” by Nancy Sinatra
“Son of a Preacher Man” by Dusty Springfield


Know Your Industry is a special series of exclusive interviews conducted by Loading Reality designed to highlight all corners of the games industry. Look for the next installment soon.

   

Know Your Industry: Exclusive Interview With Defense Grid Developers Hidden Path

 

Is there anything more vital than being up on your industry? Whether you're an ambitious up-and-coming writer or a mildly curious video game fan, what producers, developers and publishers have to say and pass on is the most raw, immediate, fascinating information circulating in gaming. We offer you a new, more personal way to get to know the top dogs of video games.

 

This week we have a special treat for you. Three of the founders of Hidden Path, the company behind the recent, genius XBLA title Defense Grid, sit down with us for a friendly chat. They're all great sports and discuss everything from digital distribution to their new title Defense Grid to past lives. The triple threat is enclosed below.

 

JeffFinal

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Jeff Pobst (CEO)                                      Michael Austin (CTO)                      Dave McCoy (Art Director)


Loading Reality: Jeff, it looks as though you have had a very lively past, working at many game companies like Sierra, Valve, and Gearbox. What was your favorite project that you worked or assisted on, and why is it your favorite project?

Jeff Pobst: Thanks, I worked at Sierra On Line in the late 90's and early 2000's as Sierra's first external producer.  Prior to that Sierra had always made games internally or acquired companies.  In that role, I had some great opportunities to work with Gearbox on the Half-Life Opposing Force expansion and Valve on the online updates and extensions for Half-Life and Counter-Strike.  I worked on many different games with several different developers and truly enjoyed my time there on all of those projects.

 

sierra


LR: I believe you worked in aerospace prior to transitioning into games. What made you decide to make the transition?  Were you able to apply knowledge from one industry in the other?

JP: Yup, I started in the field of spacecraft propulsion research and also took film classes as well.  I loved technology and entertainment, and when an unusual opportunity opened up for me to jump into the game industry and join Sierra On-Line programming for the King's Quest series, I took a deep breath and left the world of aerospace engineering behind me.  That's one of the cool things about the game industry - for many of us, there was no "going to school to make games" so people come from everywhere in this business and there are many very interesting stories.


LR: What pushed you and those four others to found Hidden Path in '06?

Michael Austin:We were all part of the Xbox Advanced Technology Group.  ATG was a technology and consulting group at Microsoft whose mission was to help other game developers make the best Xbox games possible.  We also did a lot of work on the launches for Xbox and Xbox 360.  Games were in our blood though, and after the launch of Xbox 360 we were restless.  We had learned so much about how great games were made and how they weren’t made, and I think all of us were eager to get back in the trenches.


LR: What pushed each of the founding members of Hidden Path to their assigned position? 

MA: It was pretty straightforward- Dave had been the Art Director for FASA and Microsoft, Mark had been the Lead Designer on Age of Kings.  Jeff had been an external producer at Sierra, Jim had always been a CFO, and I was one of the top Xbox CPU experts and had pretty broad experience with all game and graphics programming.  It’s nice when things distribute so nicely.  All of us were very talented in game design (which is the focus of our studio), and we each brought another discipline to the table.


LR: At its genesis, Hidden Path was 5 guys. How much has your company expanded since the first day you began the company?

MA: We have had as many as 35 in house, although we’re a little below that right now.  I hope that we’ll always stay a relatively small company.  When everyone knows everyone else, and what their strengths and weaknesses are, magic things happen.


LR: The first release from your company was Wits and Wagers, an adaption of the award winning board game that was created a few years back. For your first project, why did you choose to adapt this board game into a video game?

MA: We were looking for a small (several month project) we could invest some of the money we’d earned from other projects on.  There was a big push for more casual games on Xbox at the time, and after playing Wits and Wagers, it felt like it would actually have a pretty natural transition to console.  There weren’t a lot of games that let you play with a set of friends locally against others on Xbox Live, and so we made that a big focus.

JP: Microsoft got very excited at the prospect when we brought it to them and they planned a large family initiative that Wits & Wagers would be a part of, it seemed like it would fit well with the opportunities we had available.


LR: After the release of your first game was Defense Grid: The Awakening already in development or did it come at a later point? How long was the development cycle for that game?

MA: I believe we started about 6 months after.  We spent a little over a year in heavy development on Defense Grid to get it out on PC and Xbox.

 

DefGridVid2-09


LR: During the PC development of Defense Grid, when did the decision to make a port for the 360 come into play? Was that a decision that was made before Hidden Path even started developing the title, or did it come up later?

MA: We actually planned on the Xbox version first, from the beginning.  Xbox Live Arcade slots are very valuable, though, so we had to wait our turn to release.  It’s kind of funny; we get asked a lot how well the controls work ported from PC to Xbox, when really we ported them from Xbox to PC.  If you look at it, the PC controls are basically first person shooter controls in an action-puzzle-strategy game.


LR: What’s your take on pure digital distribution replacing distribution on disc-based media?  Is such a transition imminent? Is it inevitable?

MA: The publishing model for games can be tricky.  As a small independent studio, we’re always looking for new ways to distribute and get the game out there.  The pure digital distribution outlets like Steam, Greenhouse, Direct2Drive, and Xbox Live allow us to get our game out there, while still having a chance of making back the money we invested.

I think that in general, though, retail will live side by side with digital distribution for the foreseeable future.  I can see some balance shifting to digital distribution, but it’s still nice to hold a box in your hand.


LR: Is there any possibility that Xbox 360 owners will get any DLC for Defense Grid?

MA: We haven’t announced anything yet, but I would love to make some Defense Grid DLC.


LR: Will there be any chance of seeing Defense Grid releasing on the Playstation 3, or will Sony’s fans have to cry, knowing they will never have such a well-received title on their platform? Will they even ever get the chance to play any of your titles?

MA :I wouldn’t rule out a PS3 version, but it’s a much harder task to port a game to PS3 than between Xbox and PC.  It mostly depends on how many people love the game.

 

defense-grid-logo


LR: All the games that have been developed by Hidden Path thusfar have been downloadable stuff (or the recent retail release of Defense Grid at 20 dollars). Are any of your future titles going to be big retail releases or stay in the downloadable range priced around the 20 dollars range?

MA: We haven’t announced anything, but it’s never been our goal to do only downloadable titles.  We have a ton of ideas that we’re floating around right now, and I’m sure you’ll be hearing from us again.


LR: Speaking of new titles, now that the company has just finished the porting of Defense Grid with no announcements of any other titles officially in development, could you divulge any information of any upcoming titles that are being talked about? What's the scuttlebutt?

MA :Unfortunately, nothing I can talk about today.  We’re working with a publisher on our next big project, and it’s more up to them than us to talk about it.

JP: Part of the life of an indie developer is that we've actually worked on several larger projects up to this point.  Projects get put on hold, stopped, restarted, new ones come because of others that didn't get made, etc.  A lot happens before announcements come out.  So, I can tell you that there is a lot going on at Hidden Path, but unfortunately, nothing we can talk about right now.


LR: What distinguishes a “premium casual” game, as you like to call your titles, from a regular casual game? Would you consider a game like Defense Grid to be in the “premium casual” category?

MA: Premium casual means dressing up and putting in higher production values to the gameplay that makes regular casual games so fun.  Easy to pick up, fun and relaxing to play, but allow you to go deeper or have a more intense challenge if you want it.  I would definitely consider Defense Grid to be one; in fact, it was exactly what we tried to do with it.  We have voice acting, high end graphics using Gamebryo, and we spent  time on the balance and flow of the game.


LR: What advice, if any, do you have for those aspiring to enter the games industry?  Are there more facets of the industry, and therefore more opportunities, than most people realize?

MA: The games industry is probably similar to the film industry in that it can be hard to get in, but is easy to stay in.  I think the biggest thing that people look for is the passion to go along with the talent.  I want to work with someone who loves games so much they do it in their spare time- their weekends and evenings spent playing around with concepts, writing flash games, working on art, studying and not just playing games.


LR: What’s your opinion of Microsoft’s XNA framework?  Can you see Nintendo or Sony ever opening up development in such a significant way, or is Microsoft uniquely situated with the C# programming language, Visual Studio, and game making experience all under one tent?

MA: I love it, personally- I do hope Sony or Nintendo do something similar some day.  I’m still surprised sometimes that Microsoft did, but I think it only brings good to the industry.


xna


LR: At GDC 2008 when Microsoft revealed and implemented the XNA (now the indie section of the XBLA) one of your games was in the spotlight: Culture. Your homesite ignores its existence, and is not available in the indie section of the XBLA marketplace. What happened to it?

Dave McCoy: We created culture under contract for Microsoft to demonstrate how XNA could be used to create games. Microsoft wanted something that would appeal to casual players and stand out as playing and looking very different from the typical game. I think it did that quite well. It may resurface in some form some day when we have more free time.

JP: Microsoft had us build Culture as an initial demo, and then a free download trial when they announced the indie game channel.  Because it isn't something you can get and play today we don't promote it on our site, but sure, it could be fun to go back and update Culture someday.


LR: Are there any indie companies that truly drop your jaw, and help inspire you to better your games? 

JP: Sure, some of my favorite indie companies are Valve, Epic, and Bungie.  These days when people talk "indie" they often mean small, but really it's about the developer having the opportunity to build the kind and quality of game they feel is right for the product.  Sometimes that opportunity is available, sometimes it isn't.  I think highly of the big indies as well as the great little ones that everyone is impressed with these days such as the Introversion guys, 2D Boy, Jonathan Blow, etc.


LR: What's your favorite game of all time, if such a beast exists?

MA: I have so many favorites it’d be hard to list them all, so I’ll just list some of them: Bethesda’s open world games (Oblivion, Morrowind), World of Warcraft, the original Legend of Zelda (8-year-old-me’s favorite game), Castlevania (Symphony of the Night).  I like games that pull me into and immerse me in a world.

DM: I don’t have a single favorite game, movie, food, city, etc. Maybe a top 10 list, but no single favorite.

 


LR: What game are you currently obsessed with?

 

MA: I’m still looking for one at the moment.  I’m getting tired of World of Warcraft a bit.  I’ve been trying to beat everyone at the office’s scores in Defense Grid, but unfortunately it’s not going so well!


LR: When you are not spending all of your waking hours to develop your titles, what do you do when not working?

MA: I’m a gamer, I admit it (and my fiancée is not such a big fan always J).  I also like to read, and, strangely, started making pottery.  I love being able to work on something physical with my hands.

DM: My number one passion is my family. Individually I love architecture and woodworking and am constantly re-designing and working on my house and it’s furnishings.

JP: Yup, I play games as well, but when you're an independent developer, there aren't as many "not working" hours as one might like. :)


LR: And finally, what is your dream project, the one that you would just love to work on if ever given the chance?

MA: I would love to make toy games to try out various ideas- new interfaces, new ways of interacting, new ways of producing compelling content.  There is so much space to explore and so little time!

DM: I used to work for Virtual World Entertainment. We made location based entertainment where the player was immersed into a physical environment, but only for a half-hour or so. I’d love to build a facility like a hotel where players could check in for a few days and be totally immersed in a fictional game world.

JP: I like both of those too.  For me, I enjoy entertaining people with solid high-quality work that holds up well together.  I love it when you can see people's eyes light up, and discover new things about a game or themselves as they play in a world you've help create for them.

 

Know Your Industry is a special series of exclusive interviews conducted by Loading Reality designed to highlight all corners of the games industry. Look for the next installment soon.



   

Know Your Industry: Exclusive Interview With Codeglue



Is there anything more vital than being up on your industry? Whether you're an ambitious up-and-coming writer or a mildly curious video game fan, what producers, developers and publishers have to say and pass on is the most raw, immediate, fascinating information circulating in gaming. We offer you a new, more personal way to get to know the top dogs of games.

Today we have a special inside look at an up-and-coming development studio: Codeglue. They've just come onto the radar of mainstream gamers with the recent release of Rocket Riot, an Xbox Live Arcade title. The majority of the interview is conducted with CEO/Founder, Peter de Jong, but he's not beyond dragging other members of his team in to answer our questions, which is awesome. Enjoy.

CodeglueLogo

Read more: Know Your Industry: Exclusive Interview With Codeglue

   

Know Your Industry: Exclusive Interview With Square Exec David Hoffman

Is there anything more vital than being up on your industry? Whether you're an ambitious up-and-coming writer or a mildly curious video game fan, what producers, developers and publishers have to say and pass on is the most raw, immediate, fascinating information circulating in gaming. We offer you a new, more personal way to get to know the top dogs of games.

For this debut of Loading Reality's new Know Your Industry series, we present the following candid conversation we were fortunate enough to have with David Hoffman, one of the top producers in the industry and a current executive at Square Enix. The discussion topics run the gamut from Square business tactics, the legitimacy of free-to-play games and being big-boned. Enjoy.

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Read more: Know Your Industry: Exclusive Interview With Square Exec David Hoffman

   

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