Adrian Banninga's Interview Questions ------------------------------------------------------
Before we start...
Sorry for taking so long to get this back to you, I’m in the middle of editing and finalizing a first teaser trailer for the game, and that’s usually when all the bugs start happening all at once.
To the questions - Adrian
What do your Logo and Studio name mean? What were your inspiration(s) for them? After looking over your Logo and etc. I could not tell what it is supposed to be, or look like. And, maybe it's just me, but I could not tell what your studio name was supposed to mean either. So what are they supposed to be and mean? And, if you remember, what were your inspirations for them?
Allgraf actually stands for All Graphics, which I thought kind of fit with an outsource company that does all kinds of graphical outsourcing. This was before I started work on my own independent game title.
The logo is AG stylized to look kind of like the outline of a person’s face framed by flowing hair to one side and the mouth and nose covered by a cloak. I have been meaning to create a 3D version of the logo which would basically be someone walking in a snow/sand storm covering their face with a cloak while a big beast of some kind trails behind them on a leash in some exotic landscape. It would end with a zoom and fade to the stylized logo, which then would make more sense.
In the development team, who does what? You can use Aliases or your actual names if you would like, but what are the roles of the people working on it?
The development team I have has a few core members that have been with us from the very beginning, and a few other members have come and gone as time passed.
I am the creative director which on this project encompasses Producing, Art Direction, Game Design, and I also created quite a bit of the in game art and animations. For instance I did all the backdrops for the forest, the trees, and plants and so on which you have seen in the screenshots.
Art,
Jeroen, my Lead Artist is responsible for all the concept art you have seen, the main character, weapons, most all enemies and a few of the technical models as well.
Pierre our junior artist has created quite a few models ranging from things like trees, flowers, chests, closets, machines, and a few enemies as well.
Zeb is our animator and has created most all the animations for the player, enemies and small critters you see in the game.
Programming
Renee who is our lead programmer is in charge of all the player movement and combat, as well as a few other game mechanics which will be shown in our launch trailer.
Pieter has been working on all the things like UI, menus, databases for crafting and research and so on
JimC is our resident genius in charge of creating the world generation code, lighting, water simulation and various other complex bits I don’t even know exist. As long as it works I’m happy!
Sound
Daniel our sound guy is in charge of the unique musical score behind Darkout, which you’ll hear in all our trailers. He has also created all the sound F.X. for the game.
Design,
Ah yes, Paul, the designer who helped me out quite a bit in the beginning by creating and keeping track of everything that needed to be in the game design document. We spent long hours working out crafting formulas, enemy statistics and player attributes etc.
If I may ask, does anyone working on this project have some kind of proof of worth? Now, this is somewhat of a personal question, but who, working on this project, has shown some kind of proof-of-worth or proof-of-concept to show what they can do? If so, what?
The only ones who have actually worked in the games industry before this project besides me are,
Jeroen who has worked on Fairytale Fights, Paul who was on the same project, and Daniel who has worked on many games and movies providing music and sound effects. If you check out the link on our Facebook page about city of steam you’ll see they did an interview with him about his experience.
How was this development team created? How exactly was the development team for Darkout created? For Ex. Did you find the people you are working with: Through resume? Through working with them? Etc.
I like working with people I know as well as fostering new talent, so half my team are people I have worked with before, and the others like Pierre, Jimc, Zeb and Daniel I found online through LinkedIn, Gamedev.net and so on.
One of the hardest things to do when working with doing it for promise of future revenue is keeping them interested and working on the project. The hardest crowd to keep around are usually the programmers, and we have had our fair share join, only to disappear on us a month later. This kind of behavior is quite disheartening to the whole team, and I’m proud of my core team for sticking with me this long.
How long have you been in the gaming industry? So, how long have you been inside the Gaming Industry? If I may ask, why did you join it?
I have been in the industry for 12 years now. I actually did not start out wanting to create games, but C.G.I. instead. When I saw Jurassic Park for the first time I knew what I wanted to do and that was create spectacular things in 3D which help tell a story. Now my first demo-reel was not that great, but it showed enough promise I guess for me to get the gig on Gunman Chronicles, and I created that F.M.V. all on my own. From that point on my path has been within the games industry, though I know I will create a 3D film one day, I have a few ideas…
When did you start up your career in the gaming industry? How hard was it to start up your career? When exactly did you start up your career in the gaming industry? Was it hard? How hard was it to do so? Could you possibly explain?
I started my career with Gunman Chronicles, and I was actually lucky because it led to working in Valves basement for 3 months which helped all of us gain great experience and finish the game at a higher quality, as well as faster than we would have from home.
We worked 16 hours 7 days a week, going in at 9am in the morning, and leaving the office at 12-1am In the morning. It was grueling hard work, and we were all completely drained afterwards, but it did show us exactly how hard work it really is to complete a game.
Was the gaming industry not all you thought it would be? If so, when did you find out? I've heard from many people that the gaming industry isn't exactly the one the best industries to work for as a programmer, artist or etc. Have you ever found it being similar to the former description? If so, when?
When you are starting out in the industry you feel very lucky to have gotten the chance to work on games in any company that makes games. After a while though, you realize no one knows how to plan well.
I have had my fair share of crunch times since I started just because most developers have no idea how to plan a project accurately. I always pride myself in planning my projects thoroughly and coming in on time, but developers tend to want you to work yourself to death, since there is always someone else waiting to get into the industry that will work longer hours for much cheaper rates than the veterans out there. Our industry suffers from a lot of burnout, which is something people don’t understand, until it hits them.
What would you say was the hardest part in your career? Were there any others that deserve to be mentioned? Well, it's a simple question, I'm not sure about the answer though. What would you was the hardest part in your career in the gaming industry? Are there any others that deserve to be mentioned?
You’d think this would be a straight forward question, but for me I haven’t exactly had one defining moment I consider being the hardest thing I had to get through or deal with in my career. I have had many.
What I can say is, I did learn that having too many people deciding where a project needs to go, or company, is usually the first sign that it’s not going to work out.
What would you say, was felt the most fulfilling part in your career? Once more, were there any others that deserve to be mentioned? Similar to the former question, but switch hardest for most fulfilling.
Finishing Gunman, and opening my outsourcing studio. It was the culmination of a lot of hard work, and the realization of a dream. But now I can honestly say completing Darkout and making it a great success will be the most fulfilling path in my career thus far.
Credits
Naufrageur
Nathanos
Thank you for your time, we really appreciate it, knowing that you are working hard at doing other things at the moment.
You guys should write some sort of book (or just a compilation of quotes, interviews, facts and about the game industry today, how it works and stuff like that. You could try to interview people and get their views and opinions.
I've actually been thinking of doing that.
Since I've been doing "Series" of stuff related with Game Designs. And since there are so many cool Indie Companies and Indie Workers out there, it would be really cool, maybe even fun. And then there is my friend who dreams of being a writter (well on her way there), I could let her edit it (Since that is how she is gonna support herself while writting), which could help her out.
The only problem I see is the one with my dedication... but for now, I'll just write ever question for any type of interview down and then compile it then and ask if wanted/needed.
I know you would and I know many, many others would as well. I wonder how many years it would take to do so?... Maybe it could be written in some kind of series, and then compiled when we feel it is done...
An Interview, done over e-mail, with a certain game developer. I did it, not only to gain information for myself, but to, possibly, give more information to others of the gaming industry, as it is today. (Get more information Here)
Game Designer's Mechanic #1 Spirit View ------------------------------------------------------------
A 3rd Person View in a First Person Game, without breaking Immersion
This Mechanic is a concept I came up upon while trying to figure out a way to give a First Person Realistic game a Third Person View. The twist, it has to do so without breaking immersion and while keeping it balanced compared to the first person view.
Non-Immersion Breaking This game wouldn't break the immersion of the game it is used in, because, in theory, it would be closely intertwined in the lore, if possible in the very beggining. It's concept name is Spirit View because in the Game Idea I'm using it in, it's using the eyes of the player's avatar's spirit, which, at the time, is in it's semi-released* form.
Balance To keep this from being spammed and making the first person view almost unless, there will be somethings that would have to be done, things to balance this mechanic. Things that could be done, for example, are:
- Tinted View. As in, when in Spirit View, the colour of everything you see in this world will be tinted and depending on the element chosen in the Game Idea, the tint will change it's colours to fit the element.
- Time Limit/Leech. A time limit, or a leech meaning that you can only stay in Spirit View for a certain amount of time, which can be modified with stats, skills and etc. or it will leech a certain bar Mana, Energy, Life, etc. and if you do not have enough, it will dissapear.
- Cooldown Time. You know, the usual, once you come out of Spirit View, your body will need time to adjust, even if that time was small. So it will have a certain timed cooldown once you de-activate it.
- Spiritless Enemies. Something new! Since the Spirit View will very much help you to see stuff spiritually, it won't be able to let you see things that don't have a spirit or have their spirit hidden. Things of that nature may be portrayed as Black or very Dark. While some entities will not even be able to be seen spiritually. ------------------------------------------------------------
Thank you for reading, I hope you enjoyed the first installment of this new series. As always, comments, criticism, queries, questions and stuff of that nature are always accepted.
I haven't been working on Iron Storm since I first decided to do it, but I do plan on doing something with it.
No worries, I sort of assumed that myself. And have fun with what you are planning to use Ironstorm for (I can only assume it has to do with Economy, since the movement seems similar).
He was trying to fill up the first page with him showing up as the last comment on every page. I'd ignore that post.
Oh, thank you... I still have no idea why anyone would attempt to do that purposely, I just happen to do it by accident every once in a while... Anyways, I'll just do as you say.
Anyway, you have writing talent! Seriously, that was awesome to read. You are one of the very few people who can come up with an idea and really write about it. Not just write a paragraph, but completely think about every possible thing and put it into words. I, even if I had a lot to write about, would never have the patience, much less the skill, to write as much as you can and as great.
Bravo.
Why thank you, I never really thought of it as a talent, not even a talent for writing, just more as something every is able to do. I mean, I think of it as simply writing a bunch of ideas down... but if it's not exactly as easy as I thought, then I guess it's a hidden talent I have (since I am oblivious...). I very much appreciate your comment, but I'll still try, actively, to become better, since there are some things I could improve upon.
I dunno, I think I do it because it makes it easier to concentrate on it and makes it a lot easier to create something better. It sucks having to sift through code and take out the bad parts when they don't work together, because it's time consuming and you end up with the good thing you had before, even though you know that just restarting will create something better.
I guess for me it's nice to look at a blank page rather than a page of bad code.
Yeah, that makes sense. Thank you for the information, it might explain why so many coders do that now...
It's been almost two years since this last post, and I have never actually stopped thinking about game design, theory and many, many more subjects.
I've been wondering if I should ever start this up again,
wondering if people are interested in the theoretical knowledge of game design from someone who has been at it for a long time. His ideas, perception and views of the industry and what are some of the hardest (and easiest) aspects to such things. Along with other ramblings and etc.
Of course, I'd make a new thread and everything, if such was the case. (Or maybe just a blog of some sort. Of course, I'd always try to have references and professional help whenever I can.)
------------------------------------------------------
Before we start...
Sorry for taking so long to get this back to you, I’m in the middle of editing and finalizing a first teaser trailer for the game, and that’s usually when all the bugs start happening all at once.
To the questions
- Adrian
What do your Logo and Studio name mean? What were your inspiration(s) for them?
After looking over your Logo and etc. I could not tell what it is supposed to be, or look like. And, maybe it's just me, but I could not tell what your studio name was supposed to mean either. So what are they supposed to be and mean? And, if you remember, what were your inspirations for them?
In the development team, who does what?
You can use Aliases or your actual names if you would like, but what are the roles of the people working on it?
If I may ask, does anyone working on this project have some kind of proof of worth?
Now, this is somewhat of a personal question, but who, working on this project, has shown some kind of proof-of-worth or proof-of-concept to show what they can do? If so, what?
How was this development team created?
How exactly was the development team for Darkout created? For Ex. Did you find the people you are working with: Through resume? Through working with them? Etc.
How long have you been in the gaming industry?
So, how long have you been inside the Gaming Industry? If I may ask, why did you join it?
When did you start up your career in the gaming industry? How hard was it to start up your career?
When exactly did you start up your career in the gaming industry? Was it hard? How hard was it to do so? Could you possibly explain?
Was the gaming industry not all you thought it would be? If so, when did you find out?
I've heard from many people that the gaming industry isn't exactly the one the best industries to work for as a programmer, artist or etc. Have you ever found it being similar to the former description? If so, when?
What would you say was the hardest part in your career? Were there any others that deserve to be mentioned?
Well, it's a simple question, I'm not sure about the answer though. What would you was the hardest part in your career in the gaming industry? Are there any others that deserve to be mentioned?
What would you say, was felt the most fulfilling part in your career? Once more, were there any others that deserve to be mentioned?
Similar to the former question, but switch hardest for most fulfilling.
Credits
I've actually been thinking of doing that.
Since I've been doing "Series" of stuff related with Game Designs. And since there are so many cool Indie Companies and Indie Workers out there, it would be really cool, maybe even fun. And then there is my friend who dreams of being a writter (well on her way there), I could let her edit it (Since that is how she is gonna support herself while writting), which could help her out.
The only problem I see is the one with my dedication... but for now, I'll just write ever question for any type of interview down and then compile it then and ask if wanted/needed.
I know you would and I know many, many others would as well. I wonder how many years it would take to do so?... Maybe it could be written in some kind of series, and then compiled when we feel it is done...
Sure, you could PM it to me. Again, I don't know how long it would take me, lol.
Sounds like a good idea. I'll be waiting and compiling lists of ideas, which I usually do (and am getting very good at).
with Adrian Banninga
An Interview, done over e-mail, with a certain game developer. I did it, not only to gain information for myself, but to, possibly, give more information to others of the gaming industry, as it is today.
(Get more information Here)
Spirit View
------------------------------------------------------------
A 3rd Person View in a First Person Game, without breaking Immersion
This Mechanic is a concept I came up upon while trying to figure out a way to give a First Person Realistic game a Third Person View. The twist, it has to do so without breaking immersion and while keeping it balanced compared to the first person view.
Non-Immersion Breaking
This game wouldn't break the immersion of the game it is used in, because, in theory, it would be closely intertwined in the lore, if possible in the very beggining. It's concept name is Spirit View because in the Game Idea I'm using it in, it's using the eyes of the player's avatar's spirit, which, at the time, is in it's semi-released* form.
Balance
To keep this from being spammed and making the first person view almost unless, there will be somethings that would have to be done, things to balance this mechanic. Things that could be done, for example, are:
- Tinted View. As in, when in Spirit View, the colour of everything you see in this world will be tinted and depending on the element chosen in the Game Idea, the tint will change it's colours to fit the element.
- Time Limit/Leech. A time limit, or a leech meaning that you can only stay in Spirit View for a certain amount of time, which can be modified with stats, skills and etc. or it will leech a certain bar Mana, Energy, Life, etc. and if you do not have enough, it will dissapear.
- Cooldown Time. You know, the usual, once you come out of Spirit View, your body will need time to adjust, even if that time was small. So it will have a certain timed cooldown once you de-activate it.
- Spiritless Enemies. Something new! Since the Spirit View will very much help you to see stuff spiritually, it won't be able to let you see things that don't have a spirit or have their spirit hidden. Things of that nature may be portrayed as Black or very Dark. While some entities will not even be able to be seen spiritually.
------------------------------------------------------------
Thank you for reading, I hope you enjoyed the first installment of this new series. As always, comments, criticism, queries, questions and stuff of that nature are always accepted.
Sincerly
- Grey_Tail
------------------------------------------------------------
*Released from the body, but still chained to it, so it can not leave.
No worries, I sort of assumed that myself. And have fun with what you are planning to use Ironstorm for (I can only assume it has to do with Economy, since the movement seems similar).
I must ask, is overhauling your code and game fun? Or do you just do it out of neccesity? lol.
Anyways, I wish you luck on your problem solving skills and everything that has to do with coding.
Excuse me???
Oh, thank you... I still have no idea why anyone would attempt to do that purposely, I just happen to do it by accident every once in a while... Anyways, I'll just do as you say.
Why thank you, I never really thought of it as a talent, not even a talent for writing, just more as something every is able to do. I mean, I think of it as simply writing a bunch of ideas down... but if it's not exactly as easy as I thought, then I guess it's a hidden talent I have (since I am oblivious...). I very much appreciate your comment, but I'll still try, actively, to become better, since there are some things I could improve upon.
Yeah, that makes sense. Thank you for the information, it might explain why so many coders do that now...
Thank you, lol. And I hope you have fun with your programming.
I've been wondering if I should ever start this up again,
wondering if people are interested in the theoretical knowledge of game design from someone who has been at it for a long time. His ideas, perception and views of the industry and what are some of the hardest (and easiest) aspects to such things. Along with other ramblings and etc.
Of course, I'd make a new thread and everything, if such was the case. (Or maybe just a blog of some sort. Of course, I'd always try to have references and professional help whenever I can.)
And if not... Well, I wouldn't.