![]() Not only will this slowly introduce the player to more advanced skills and items as they play, but the player will learn about the different class struggles and the story behind why the islands have isolated themselves. This is because each island sort of steps up in levels of technology, but also have a sort of class hierarchy, with each island being a step up in the class system. I settled on three primary islands (tropical, stone, cloud), and the player will discover them in that particular order. I wanted to take those ideas and bring my dream game to life. I've had ideas building up for many years, which I'm sure many others have also had while playing these games. I've been messing around with ideas for a Zelda-style game with more farming and survival elements for something like 20 years at this point, so it felt like the right move to make Cloudscape my first release. RELATED: Pokemon Fan Comes Up With Genius Idea for Stardew Valley, Animal Crossing-Style Spinoff GameĪnimal Crossing and Stardew Valley were sort of natural continuations of my love for Harvest Moon, as they shared a lot of similar ideas. Ever since then I've been hooked on the Zelda and Harvest Moon franchises. ![]() I also really enjoyed Harvest Moon for the SNES and love how different it was to other games on the system. When Link to the Past came out for the SNES I was absolutely blown away with its design and I spent many nights thinking about how I'd make my own game just like that one. My first ever console was the NES and I instantly fell in love with Super Mario and The Legend of Zelda. Why these titles, and what has it been like synthesizing something new with their ideas?Ī: I grew up a Nintendo kid. Q: You mention Link to the Past, Stardew Valley, and New Horizons as your main influences. I saved up enough funds to get going and took the plunge. I started prototyping some games at home in my spare time, and eventually settled on Cloudscape. I just sort of fell into the world of animation and had a fun time with that, but a little voice inside of me really wanted to make games. I decided to start my own company because video game development has been my lifelong passion ever since I was a child. It was a great learning experience nonetheless. The game was designed for the Nick mobile app, but unfortunately I don't think it ever actually made it on the platform. The end result was a pretty fun little arcade game, and people around the office ended up playing it a lot and attempting to beat each other's high scores. RELATED: Metroid Prime 4 Hires Former Dreamworks Employee as Lighting Artist I spent a few weeks putting that together and coming up with the design and overall gameplay. We finally settled on a sort of arcade-style game where you would fling brains at zombies. I ended up working as a solo developer (with some art and sound assets provided to me), and I prototyped a handful of games. ![]() Since I really wanted to make video games, I suggested we try to make some type of game. Q: Why did you decide to start your own company and shift to video games after leaving DreamWorks? In your Kickstarter, you mention working on game apps at Nickelodeon.Ī: Around my fourth year with Nickelodeon, our small animation department started trying out different things to see how we could be of further use to the studio. ![]() I think at the end of the day I still have a special place in my heart for pixel art, though. I found myself liking both 2D and 3D styles of art, and it was interesting to see how we could blend both of those together for unique looks. Q: How did these experiences shape your personal artistic skills and preferences?Ī: I think it was great being around so many unique artists in such a creative environment. My experience at these studios helped me strengthen my overall skills as an artist, take on a lot of interesting challenges, and learn how to hit critical deadlines. Oddly enough, I ended up scripting quite a few plug-ins and tools for software to use internally at the studio, so I managed to get a bit of coding in at my job as well. I learned a ton of different software programs for animation and effects work, and had to wear many hats. ![]()
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