Tuesday, July 14, 2015

Joe Cassavaugh

Name: Joe Cassavaugh
Twitter: @PuzzlesByJoe
Gender: Male
Nationality: USA
Birth date: 17/9/1957
Title: CEO/Designer/Engineer
Company: PuzzlesByJoe (indie)
Some games that you have worked on: 

Clutter 1-5 for myself (to make a living). 
Mah Jong Quest I, II, and III (for iWin)
Recon (Logical Battleships), Rack'Em, FitTris, GapWar and a bunch of other experimental games that made very little money.



1-What did motivate you to become a game developer? 

I've loved Puzzles since I was in 1st grade (1963). Been programming (for business) since 1981. In 1993 decided to switch from business to games and never looked back. I love to create a computerized/game-version of either existing puzzles or totally new concepts. 

2-What does inspire you creatively? 

Solving problems inspires me when I work for someone else. Making my own choices/decisions on a product that is "mine" inspires me on my own games. Believing that what I'm working on has potential to make money (and have 10,000s of people playing it) also inspires me. Making randomly generated puzzles also inspires me. Taking something hard-coded or hand-generated and figuring out how to ramp it in difficulty and provide variations and provide the randomly generated levels...inspires me to create games that people will want to play over and over again.
(Like Mah Jong, Solitaire, Mine Sweeper, Free-Cell, Candy Crush.)

3-If you had unlimited resources to make any game you wanted, what kind of game would that be? 

It would be an exceptionally difficult brain-teaser game (possibly called A-Ha) with no instructions. (It might also be called the Cube). It would be infinitely re-playable. 

4-What was the biggest challenge of your career? In which game? How did you overcome it? 

Two things:
1. Creating guaranteed solutions algorithm for any Mah Jong layout (including special tiles (as well as triple and quad matching mechanics)).
2. Creating a game targeted specifically to appeal to Hidden Object Game players, without being a standard Hidden Object Game itself.

In both cases, the biggest challenge was overcome through perseverance, hard work and some luck.

5-What do you usually do for raising the possibility of success in your projects? 

When I went indie, I picked a distribution channel where I knew I didn't have to worry about my own marketing. In that channel, I knew that I would get at least 100,000+ eyeballs downloading the game...and if I had a good enough conversion rate, I'd be ok. That was the PC Casual Download market. I knew if I created a game that met certain criteria it would get exposure on at least Big Fish Games and iWin. I also knew I could "please my audience" (The HOG crowd) and do alright there. I did just well enough to warrant a sequel...and since then I've done all sequels because that was the best way currently to guarantee ongoing success. 

6-What is the most helpful piece of constructive criticism you ever received? 

"No one will ever buy just a collection of puzzles." - This is correct on one level and totally wrong on another. On the correct level, it opened up my eyes to all the things beyond basic game mechanic that need to be done right in order to have a successful game. On the wrong level, a lot of people that are interested in "puzzle games" - often don't care a lot about the Story, Music or even Art....if the puzzle itself is compelling enough. And with Clutter IV, I proved that at least in the casual download market, people will in fact buy "Just a collection of Puzzles".

7-What are the advantages/downsides to working in games?

To paraphrase Wesley in The Princess Bride. Working in games is difficult, anyone who tells you differently is selling something. The biggest challenge in working in games is getting paid what you're worth.

I'm Indie because I no longer wanted to be a "hired gun" for someone else. I wanted to take my own risks and create original-IP that I owned.

And that the biggest advantage of doing games. If you can create your own IP, especially digital-IP (like an original game)...then no one is making money off of your sweat. 

It's also more fun than doing business programming (even if you do work for someone else).

8-What is your best advice to a beginning game developer?

1. Start creating a game.
2. Finish creating a game (and return to step one).

In the meantime, read, read, read some more....and keep perfecting your craft (whatever that is).

It's difficult to get into the games industry right out of college. If you're a programmer or artist take any job that will let you "perfect your craft". While you're doing that, work on games in your spare time. Once you've perfected your craft, then use your talents to get a job in the industry.

9-Which skills are the most important for a game developer in your field/position?

Judgment. Create a product that appeals to a market that already exists and keep your audience in mind. Games are fundamentally entertainment (before any other criteria), so keep that in mind. You're not making a game for yourself, you're making it for them.

Start using Unity or Unreal (someone's engine that you know will be around in a few years).

10-If I want to become a great dev in your field, what games should I play, what books should I read, and whose work should I follow?

Jesse Schell's - The Art of Game Design - A Book of Lenses. Play games you like. (To me, that is the Bible of game design).

Depends on what you want to do.
I don't consider myself "a great dev" and I don't aspire to be one. I do consider myself a fairly successful indie studio of size one, who's managed to stay in business for 5 years and I have not needed to do any 2nd or 3rd party work. My model doesn't work for everyone, but my story is an interesting one, and I'm one of the few indie game devs that's willing to share my numbers. Young developers can definitely learn quite a bit from knowing the details of my story.

11-What changes do you want to see in the game industry?

Would like to see the monopoly that is the App Store broken up. Don't think it will ever happen, but it is the biggest thing that prevents mobile games from finding an audience. I don't really understand why it's tolerated.

Bonus: Tell us a funny story from your adventures in game development.

It's not quite a story, it's my mantra and it goes like this...

...Working for myself, I still have good days and bad days. But the absolute worst day I've ever had working for myself is still slightly better than the best day I've ever had working for someone else.

Here's the shortest funny story I know about being in the games business - 

1. The stupidest thing I ever did, was go indie and make the first Clutter game.
2. The smartest thing I ever did, was to decide to do the sequel to that game.

Monday, July 13, 2015

Robin Hunicke

Name: Robin Hunicke
Twitter: @hunicke
Gender: Female
Nationality: USA
Birth date: 15/03/1973
Title: CEO
Company: Funomena
Some games that you have worked on: 

The Sims2
MySims
Boom Blox 1&2
Journey
Luna
Wattam



1-What did motivate you to become a game developer? 

I wanted to build programs that told stories. I started off as an artist and aspiring poet, became an AI researcher, and eventually began working in Games because I loved the people, projects and potential of the medium.

2-What does inspire you creatively? 

Film, food, friends, fashion... lots of things. :D

I love living. When I need to think big, it's a trip, a hike, a long bike ride or time in the garden. When I need to laugh and brainstorm, it's cooking dinner and drinking with friends, or camping and singing around a fire. When I need to believe that we can do anything, it's out to dance, see music or catch a film. When I need to feel introspective - curling up with a great book or taking a trip to the museum. And when I need to remember why I do it all - I spend quality time with a great game. :D

3-If you had unlimited resources to make any game you wanted, what kind of game would that be? 

I am making the games I want to make right now - for which I am very grateful.

4-What was the biggest challenge of your career? In which game? How did you overcome it? 

My largest challenge, always, is accepting my limitations and taking the time I need to see the big picture. It's very easy to get lost in the details of work, problems at hand. I will forever struggle with developing the strength to step away from my "to do" list.

5-What do you usually do for raising the possibility of success in your projects? 

I talk openly about our dreams, challenges and ask for help and support. Being honest about how small and fragile Funomena is can be humbling - but it's essential, I think, to connect with our future fans.

6-What is the most helpful piece of constructive criticism you ever received? 

Listen more, talk less.

7-What are the advantages/downsides to working in games?

Games are an interdisciplinary endeavor that require constant problem solving and thinking on your feet. That's the core attraction and challenge for me. :D

8-What is your best advice to a beginning game developer?

Be honest. Don't make promises you can't keep. If you say you will do something - do it. If you can't get something done, admit it and re-negotiate your commitment. Meeting the commitments you make is key in building trust with everyone around you.

9-Which skills are the most important for a game developer in your field/position?

Listening and letting people come to solutions on their own. Most of the time, there are good ideas inside people's heads... you just need to encourage them to come out. This is true for producers, designers and business leaders.

10-If I want to become a great dev in your field, what games should I play, what books should I read, and whose work should I follow?

See my answer about inspiration. Just live a full life and follow your heart. Have friends and relationships. Be loved and love others. The rest follows.

11-What changes do you want to see in the game industry?

I want more people from different/diverse cultures and backgrounds and perspectives to be successful making commercial game and interactive experiences. Diversity is the key to reaching more people, and is a virtuous cycle of expansion.

Bonus: Tell us a funny story from your adventures in game development.

A long time ago I was still in graduate school, studying robots, when I met Will Wright. After a talk he gave, I waited to talk to him and peppered him with questions. After patiently enduring me for about 10 minutes, he said... "You sure sound like a game designer."

:D

Sometimes, your curiosity and passion will make you look dorky, act silly or over-excited... but it's not always a bad thing to be enthusiastic. I left graduate school to work on The Sims2 and it changed my life. Be excited and ok with who you are. It will take you to amazing places.

<3

Saturday, July 11, 2015

Jesse Schell

Name: Jesse Schell
Twitter: @jesseschell
Gender: Male
Nationality: USA
Birth date: 13/06/1970
Title: CEO
Company: Schell Games
Some games that you have worked on:

Toontown Online
Lexica
DisneyQuest
Pixie Hollow
I Expect You To Die
Water Bears
Orion Trail




1-What did motivate you to become a game developer? 

I've always loved magic, and anything that seems magical. Games are a powerful kind of magic, and so is technology. Putting the two of them together creates all kinds of fascinating new magicks. All this led me to start creating my own games at an early age. You can read about one of the games that influenced me most here: http://press.etc.cmu.edu/content/mines-minos-jesse-schell

2-What does inspire you creatively? 

Everything. The world is full of magical things. You can read about some of my inspirations here: http://thingsifinished.com

3-If you had unlimited resources to make any game you wanted, what kind of game would that be? 

It would be a VR MMORPG. I love MMO games because of the depth and the social interaction. Combining those things with the deep immersivity of VR is the kind of experience I've been waiting my whole life to make.

4-What was the biggest challenge of your career? In which game? How did you overcome it? 

The biggest challenge of my career was my decision to leave Disney and go independent. It required quite a bit of bravery from both myself and my family, but we did it, and it has worked out well.

5-What do you usually do for raising the possibility of success in your projects? 

Work with excellent teams, and use best-practice project management techniques. You can hear many of my thoughts about that here: https://www.youtube.com/watch?v=y92-vkyHKbY

6-What is the most helpful piece of constructive criticism you ever received? 

I revel in learning new things, and when I was younger, someone very close to me pointed out my tendency to act like a know-it-all. I had no idea that I was being perceived that way -- it was quite a shock. I have worked to curb that tendency, but most of all, I took away the lesson that when people behave badly, they often have no idea that they are doing so.

7-What are the advantages/downsides to working in games?

The main advantage to making games is that it is exciting and really fun to make games! You work directly with positive human psychology all the time, and that can be very rewarding. The downside is that it is a very challenging business, and it is easy to get your ego crushed.

8-What is your best advice to a beginning game developer?

Make as many games as you can -- and work with as many people as you can.

9-Which skills are the most important for a game developer in your field/position?

Critical thinking about games is very important, and this comes through practice. Teamwork and diplomacy are also important, but *listening* is the most important skill for any game designer... Listening to your team, to your players, to your game, and to your self.

10-If I want to become a great dev in your field, what games should I play, what books should I read, and whose work should I follow?

Play the games that interest you most. Read everything. Don't worry about following the work of others. Focus instead on writing every day, and creating as many games as you can.

11-What changes do you want to see in the game industry?

I am hoping that better ways appear for players to pay for games. Right now the business models are very chaotic, and to create great things is a terrible risk. I am hoping business models can stabilize somewhat.

Bonus: Tell us a funny story from your adventures in game development.

Once, we made a pitch to a publisher for a certain game, and they liked it, but they wanted us to do it in too short a time, so we said "no thanks." The publisher said, "Well, in that case, are you interested in this other project?" and it seemed more doable, so we took it. Turns out it was much harder than we thought, and the project was in some peril. At GDC, I met the head of another studio who looked glum. I asked her what was wrong, and she told me that she took on the title we passed on, and that it was way over budget. I told her I sympathized, as my project had similar problems -- she asked what game it was, and when I told her, her eyes got all big -- she had passed on the game, because she was certain it would go over budget! Neither of us could stop laughing... and of course, as is so typical in the game industry, we both found ways to get our projects done. It proves the old saying -- everything looks like a disaster in the middle.

Thursday, July 9, 2015

Heidi McDonald

Name: Heidi McDonald
Twitter: @Death_Bow
Gender: Female
Nationality: USA
Birth date: 15/05/1970
Title: Game Designer
Company: Schell Games
Some games that you have worked on: 

PlayForward: Elm City Stories
Lionel Battle Train
Tunnel Tail
GumTrix
The World of Lexica



Website: www.deathbow.com

1-What did motivate you to become a game developer? 

I came to games accidentally, in an unusual way. It wasn't until I was shown that this is a viable career option that I realized I would be a good fit for it, because I've been a lifelong gamer and have always found ways to make things more fun (I toilet-trained two boys by throwing Cheerios into the potty and giving them points for how many they could hit). I love bringing joy to others, particularly my own children. It seemed like a natural progression. Communications to events to games. Pow.

2-What does inspire you creatively? 

My kids, and things that happen in daily life. I'll experience or see or hear something and think, that would make such a great game...just like as a writer, I observe things and say, that would make such a great character or a great story. Inspiration is everywhere, you just have to be observant. Next time something makes you laugh or feel good, think about specifically why, and how you can bring that with you into your game.

3-If you had unlimited resources to make any game you wanted, what kind of game would that be? 

I'd make that game George Lucas was talking about in 2013 when he said "“The big game of the next five years will be a game where you empathize very strongly with the characters and it’s aimed at women and girls. They like empathetic games. That will be a huge hit and as a result that will be the ‘Titanic’ of the game industry, where suddenly you’ve done an actual love story or something and everybody will be like ‘where did that come from?’ Because you’ve got actual relationships instead of shooting people.” 

THAT GAME. I want to make that game.

4-What was the biggest challenge of your career? In which game? How did you overcome it? 

The biggest challenge has been having to go from knowing no tech, to learning Unity3d, Twine, scripting, some code. That is not my strength at all, but it's not enough anymore to "just be a writer" because the bar is steadily going up in terms of how technical one has to be in order to get hired. In my case, I just bit the bullet and started getting my hands dirty. You have to break things a lot in order to learn how they work. The key is persistence.

5-What do you usually do for raising the possibility of success in your projects? 

Good communication: asking a ton of questions to make sure you understand what's required, and everyone is on the same page. Playtesting: making sure you expose your work to many people and opinions before it goes into the world. Teamwork: finding out ways to work with people even when you don't like them, personally...everyone has strengths and things you can learn from, even if what you learn from them is "here is the kind of person I prefer to not ever be."

6-What is the most helpful piece of constructive criticism you ever received? 

Stop fearing the technology. If you put forth the effort to learn new things, you'll find respect and support from people who are glad to see you do it.

7-What are the advantages/downsides to working in games?

Advantages: Getting to have nerf gun fights and have blue hair. Having your kids think you're a rock star. Downsides: If you are someone other than a straight white male in your 20s, you will experience difficulty in this industry, both getting hired and after you're in. It's getting easier, slowly, but this industry does have a problem with ageism, sexism, homophobia etc. and you need to be prepared to face that with persistence and grace. Only you can decide whether there's a point when it's not worth it anymore.

8-What is your best advice to a beginning game developer?

What are you willing to give up to be in games? Think very hard about that. Because this is a brutal, unstable industry. You may find yourself fired tons of times for reasons that weren't your fault, moving a lot, working 14-hour days for days at a time. If you're okay with that, then go forward, but watch your money, and have a savings account in case the unexpected happens. That, and be nice to everyone, and help anyone you can. You have no idea when getting your next job may come down to who you know and who you've done favors for. 

9-Which skills are the most important for a game developer in your field/position?

Communicating effectively is #1, whether that's describing something an artist has to draw, or explaining to a programmer how a feature should work, or tutorializing the game for players, or bringing across story and dialog. Listening effectively is also incredibly important.

10-If I want to become a great dev in your field, what games should I play, what books should I read, and whose work should I follow?

I'm a writer/designer, so: read Jesse Schell's The Art of Game Design. The Narrative Design Toolbox by Heussner, Lemay, Hepler and Finley, Evan Skolnicks' book, Lee Sheldon's book. Play anything BioWare makes, Telltale's games, and indies such as Gone Home and To The Moon. 

11-What changes do you want to see in the game industry?

I want more than lipservice to diversity, both in the developer ranks and in game portrayals. I want VR to stop making me throw up. I want YouTubers to elevate their content, making actual analyses and intelligent commentaries about games that make people want to participate and investigate, not just spectate. 

I want gamer trolls to be held accountable for their behavior, by game and social media companies, and where appropriate, law enforcement. Games are for everyone, and we need to create respectful places where everyone is welcome. 

Bonus: Tell us a funny story from your adventures in game development.

I was on a three hour client conference call about what we should call breasts. "Breasts" was too clinical a word, and not something that would typically be said by young teenagers. Other words on the table were felt to be too disrespectful or too sexualized. So, we have a game about HIV prevention and sexuality that has no mention of breasts in it, because we couldn't agree on what they should be called.