Last month at GDC it was announced that multiple AAA developers were jumping ship and joining an indie company named Tangentlemen. I wrote an article about the interview with Cory Davis and decided to each out to the team myself. Well, they responded to my questions and overall I really enjoyed talking to them. Here is the interview:
1. To new people trying to get in the industry do you have any advice? Also skip over AAA and go
to indie or try AAA first?
Well, obviously we all came from from a AAA background, and it definitely gives you a solid understanding of how the different pieces of game development fit together, and the importance of deadlines, but it’s tough to get into. Anyone can start developing with the tools out there now, so Indie development is a great start point.
You’ve got to start creating, and meeting the right people (other talented game developers) as soon as you possibly can. I think getting involved with an indie project, or helping out with a mod is the best way to prove yourself. If you’re able to have any form of success with the projects you get involved with, then you have a foothold. At that point, you can use your foothold to open the door to a number of different opportunities.
I think it depends on what kind of work you want to do, AAA tend to develop specialists, whereas in. Indie you do a little bit of everything. We’re really lucky that we have a broad range of interests, so we’re. comfortable throwing ourselves into new territory.
Say yes. That first job is always the hardest. Take any opportunity in so you can learn but then be careful what you are good at. While you are looking for work seek out similar people and try to start a project or help on their project they are equally valuable. Nothing resonates like working on something. All successful development requires people good at integration. Working on a group project and being able to reference that experience is key. Look at others portfolios. This IS a competition and you are compared to others. Make sure your materials look good.
2. You guys are just getting started and maybe down the road I will be able to ask this question
again, but so far, other than your Garoffice, what are you enjoying about the indie atmosphere?
I love being able to bring my guitar in to work. I’ve been experimenting with some sounds that I think would be really good for our project, so it’s been great to just play my ideas out and see what fits. I also have a badass view of an ancient cactus.
Impending victory born from the fires of destiny.
You get to set your own culture. making a company from the ground up is a big challenge but a lot of fun.
3. How did your families react? I mean essentially you guys had reached what can be considered
the top of the gaming industry and to the normal person indie development can be seen as a downgrade.
Everyone’s been really supportive so far. My wife is also starting her own company at the same time, so it’s been a bit of a challenge, we’re both really understanding, but at the same time, we need to able to change plans on a dime to help take care of the kids.
Julie has been telling me to go Indie for years, so she’s been super excited! When you’re working in AAA there’s just so many things that are outside of your control. Things like release date, marketing material, schedule, and other important factors that contribute to the overall success of the game. We’re really looking forward to having more input in those areas.
Mostly my dad gives me his opinion on how it was ok for Activision to screw over Infinity Ward.
Eden was just really excited we’d be cleaning out the garage.
1. In an interview during GDC Davis talked a little bit about Kickstarter. Have you guys dived deeper to the conversation about funding? If so is Kickstarter still considered a viable option?
We’re looking into all possible avenues for funding right now. Kickstarter has absolutely been a viable option for a lot of game projects recently, and it’s something we’re looking at very closely, however there are a lot of other options out there as well, we don’t want to rule anything out just yet.
There have been some really successful Kickstarters in the last several months. Having the opportunity to interact directly to the gamers and retain ownership of your game is a really exciting
prospect. We’re still trying to figure out where we fit best.
2. So, what’s with the name? Why Tangentlemen? Is there any significance behind it or is it just a cool, untaken, interesting name?
So we were all in the car together, and Cory made this offhanded joke about Tangentlemen as a potential name for a studio. We all laughed and thought it was funny, but for the life of me I can’t remember the joke. What I do remember is that it captures some of the juxtapositions we’re trying to achieve.
We’re not the youngest guys to go Indie. Most of us have kids, and we’re bringing decades of experience to the project. The name has a sense of refinement, an appreciation for really bad puns, and just a hint of the unknown.
I think it helps chart out the direction we want to take with our games. we want to create meaningful, unimaginable interactive experiences. It also has a myriad of meanings most of which are entirely misleading… just like the answers to life’s important questions.
3. How have you guys been prioritizing your project(s)? Meaning are you prioritizing enjoyment,
longevity, or beauty?
Right now we have one project, I can’t say much about it yet, but I can tell you that it’s coming from a very personal place for me. We started by kind of verbally exploring some of the themes we wanted to explore with our next project, and a lot of us were mentioning the same ideas. We don’t want to make a game that’s pure ego trip, we want to make something that challenges the way our players think. I guess you could say we’re prioritizing theme.
I’ve really enjoyed speaking with the team and look forward to their game’s announcements. I wish them the best of luck and really hope they are having a great time in their Garroffice. For those of you who do not know, they are currently working out of a garage. So, for fun sake I just called it their Garoffice. Anyway, I’m sure Tangentlemen has a great future ahead of them and I really wish them the best. Most of their developers made my childhood and everyone I got to speak to were very nice.
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The recently made studio Tangentlemen is at GDC 2014 with a new project to talk about as well as some new talented employees. These developers come from different companies as well as different types of genres:
- Richard Smith: A previous senior art designer of Infinity Ward. Smith also contributed art work towards Respawn’s Titanfall.
- Cory Davis: The lead designer and creative force of Spec Ops: The Line.
- Toby Gard: A game director who helped launch Tomb Raider as well as create Lara Croft in 1995.
- Five additional members of their team come from the development team of Yaiba: Ninja Gaiden Z with Davis and Gard.
The first game the company is working on is titled Daedalus which they have described as “an existential horror trip into a surreal, half-forgotten dream.” Davis expects the game to be revealed in the upcoming weeks. The team is currently actually working out of the producer John Shelton-Garcia’s garage. So, the question beckons: Why move from AAA to this? Davis goes on to explain this by saying “I was finding the structure of making big games to be too rigid and restrictive,” he also goes on to say “There seems to be a problem with chasing after photorealism–it makes everything else about the game very myopic. By moving into an illustrative space, the look of the game can become a voice in its overall intent, rather than a limitation to that intent. It’s indie games that understand this, and because of that, it’s indie games that are really progressing the art form of game making.” With indie games becoming more and more popular it seems to be a great idea overall.
Davis also commented on their current working conditions by saying “It’s an awesome experience to be in our own new space, even if that space has heating, electricity, and claustrophobia issues,” Davis seems to reinforce his decision by saying “It’s a reminder that we’re not only free to make great games, but that it’s our responsibility at this point. Every aspect of the game will be hand-crafted, just like a piece of furniture, in our development garage.”
Davis’ choice doesn’t seem to be influenced by money or any other type of motivation that is depicted negatively. Davis’ seems to be chasing one of the most important things in the gaming world which is his freedom of expression. Davis seems very excited about his decision and I hope his enthusiasm is shown in his games as well. When asked about funding Davis stated “We’re looking for publishers who would be interested in smaller, more daring projects, but I’m personally really interested in seeing if we can Kickstart our first game,” and that “Being able to engage directly with game players right from the start of development sounds like an incredibly liberating way to do things.”
Davis ends his interview with the following: “Starting a video game company has been a dream of mine since I was a kid, but this opportunity is more than that,” Davis stated. “Tangentlemen is a studio made up of the developers that I respect the most in the entire industry. ” and goes on with “I feel extremely lucky to have had the chance to join up with individuals that are at least as passionate, knowledgeable, and experienced as I am to create the games that we all were born to create, in an environment where we have the freedom to do something truly unique, potent, and if we so desire, even risky.” We here at RealGamerNewz look forward to their first project’s reveal as well as their funding choice.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Christopher Stahler on 20140318 and was last modified on 20150419 .
In an open letter from developer CD Projekt RED to gamers and shareholders, the studio has delayed the blockbuster RPG title The Witcher 3: Wild Hunt until February 2015.
Here is an excerpt of their press release:
“We recently reexamined what we had achieved thus far, and faced a choice about the game’s final release date. The decision we made was difficult, thoroughly considered, and ultimately clear and obvious. We could have released the game towards the end of this year as we had initially planned. Yet we concluded that a few additional months will let us achieve the quality that will satisfy us, the quality gamers expect from us. Consequently, we have set the release of The Witcher 3: Wild Hunt for February 2015.
Dear gamers – we know many of you would have liked to play The Witcher 3 sooner, as soon as possible, even. We’re sorry to make you wait longer than you, or we, initially assumed you would. At the same time, we believe the game will prove to be worth the wait and meet the expectations you have of us. We believe The Witcher 3: Wild Hunt will be an exceptional RPG, one of the best, providing many hours of wonderful entertainment.”
While this is definitely a disappointment to all of us at RGN we know CD Projekt Red wants to release a polished game that exceeds gamers expectations. With a projected 100 hours of content it comes as no surprise that great things may take time.
While we wait for this much anticipated title, check out some former coverage of the game on RGN:
Be sure to check back for updates to this and other games right here on RealGamerNewz.
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This Episode of the iRGN Podcast by RealGamerNewz will feature Barry Collins (the creator of Ashen Rift) as we discuss major issues in the industry such as the brutal job market, the indie development scene, indie devs doing their own PR with sometimes disastrous results, and a lot more heavy industry topics. We will also discuss Ashen Rift with the developer live on the air about this work in progress game.
1. Special Guest: Ashen Rift developer Barry Collins Discusses His Work In Progress Game*
2. Should Indie Devs Avoid Doing Their Own PR?
3. Irrational Games + Santa Monica Studios Latest In Major Industry Layoffs
4. How Should An Indie Game Be Priced?
Alternative: MP3 Version Below:
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140228 and was last modified on 20140228 .
Digital Distribution is a great business model with an increasingly intriguing amount of benefits for the end-user over time. One of those benefits on the PlayStation 4 side of things includes the ability to instantly demo some games via cloud without even downloading them, pause said demo and purchase, then resume playing the full game as it downloads in the background. Suffice to say, gamers expect the file size of AAA games to increase over time. There is a pretty decent amount of comfort from most of us about downloading games the size of a Blu Ray these days, as we understand the quality in what we are getting.
Games like The Last of Us and Grand Theft Auto V sit nicely on my PlayStation 3 Super Slim, and although the download wait was a bit brutal, PlayStation 4’s download speeds will likely be a lot faster than the current PSN’s performance for such highly in-demand games. I am also glad I have these titles digitally that way they are idiot-proof against me selling based on a bad judgement call, they’ll always be there for me to play so long as I have this hard drive or this PlayStation Store is up and running.
All of that being said, and taking in to account a considerable upgrade for the PlayStation Network which is going on behind the scenes as we speak; it has become revealed that Killzone: Shadow Fall will take up approximately 50GB of data out of the PS4’s 500GB stock hard drive. There are probably some out there who would begin to assume the extreme here, that PS4’s hdd will only be good for storing around 10 games. I would say that’s a stretch in the least, since the graphics of a game like KZ:SF are going to be pretty up there in terms of quality as well as being an early title for the console therefore not privy to as many optimization techniques as later games might be.
Then again, I could be wrong; major AAA games could just keep getting bigger. Perhaps we should consider ourselves lucky that we can still pick up titles in the physical format and be a bit careful to pick and choose which we accept digital versions of. We should probably factor in whether or not we are willing to wait for the download times and if we are comfortable with needing a hard drive upgrade down the road or not. In any event, it’s great to have the choice and if you have the gigabytes you probably might as well spend them! Oh, and by the way, this is probably not including anything from their Season Pass / DLC schedule but actually just the main game.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20130930 and was last modified on 20130930 .
RGN TGS 2013 Pre-Show Podcast
– Tokyo Games Show 2013
– AAA Developers Working Unpaid Overtime In the Industry
– Indie Takeover: Originality Is King – Not Budgets
– Needless Hate on Xbox ONE and PS4: How It Came to Exist
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20130910 and was last modified on 20131220 .
We’d like to extend a welcome to brand new pod-caster BigSean who hails from the streaming hustle and also a big open arms welcome back to the RealGamerNewz RGN Podcast extended family member Payback-Ironman. But then again; Don’t call it a comeback, because he never left. Today’s podcast also includes our Deputy Editor Tristan Werbe as well as Dustin Pleasant of RGN-exclusive brand SpawnQuestGaming.
In this episode we discuss the following topics:
1. Evolution and Devolution of Fanboys
– Different types of fanboy personalities out there today
– How are they changing; for better or for worse?
2. AAA Budgets – Are They Finally Caving?
– Bloated Budgets + Unrealistic Sales Projections
– Indie Companies Making a Killing
3. DLC Discussion
– Gamers Hypocritical About Wanting Post-Game DLC
– Season Passes Not Including All DLC
4. Twitch.TV Streaming Controversy
– Are Huge Donations Going to the Wrong People?
– New Streamers Can’t Break In
– Twitch Keeping Top People On Top
5. Should Game Developers Be Allowed to Tweet AT ALL?
– Professional Vs Personal
– Advertising & Promotion Vs Attacking Fans / Reporters
– Censorship Vs Expression
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20130731 and was last modified on 20130731 .
Welcome to a new segment here at RealGamerNewz which will help throw some shine on a few incredible games every once in a while which may have been missed in the sea of commotion surrounding the AAA next-gen titles heading to Sony’s PS4. In the following clip you will see some gameplay from PlayStation 4 indie titles including Transistor and Contrast, as well as more. Be sure to be on the lookout for more PS4 Indie Game Spotlight posts in the future, and until then; it’s Mitchy F Walters Baby!
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Mitch Walters on 20130729 and was last modified on 20130729 .