Developers Insight – Blendo Games

 Ryan talks briefly to Brendon Chung from Blendo games about Thirty Flights of Loving, and asks a few questions about how he got into the industry.

As apart of our new developers insight series, I recently had the chance to talk to Brendon Chung from Blendo Games. We spoke about how he got into game development, crucial skills for potential game developers and where he thinks the industry as a whole can go in the future.

Q) How did you get into game development?

A) During elementary school, I started making maps for Doom. That eventually led to Quake 2, and then to Half-life. By the time I graduated college, I had a portfolio of my various mod work that landed me a job at a AAA game studio.

Q) Where would you advise people who want to become game developers to start?

A) Make things. Start a project, finish it, learn from it, and start all over again. With the amount of tutorials and free/inexpensive tools available nowadays, making games is more accessible than ever.

Q)  What is the most essential skill to a game developer?

A) It depends on what field you’re interested in. In general, I find it’s important to be able to accept criticism. It’s easy to think everything you do is right, and defend it to the death. It’s hard to view your baby from someone else’s viewpoint.

Q) What engine would you recommend someone starting out to use?

A) I don’t think there’s one general engine for beginners. It depends on what kind of game you want to make, it depends on whether your goal is to make independent projects or if you want to get a job at a AAA studio, and it depends on what discipline you want to hone on. I’d also suggest making sure the engine you choose has an active community, because that makes it a lot easier to troubleshoot any problems.

Q) How did you come up with the basic idea for Thirty Flights Of Loving?

A) I like to set design limitations in my projects. My previous game Atom Zombie Smasher was an attempt at making a one-button RTS, and for Thirty Flights of Loving, my goal was to make a story-based game that didn’t use dialogue or UI. When you set limitations on yourself, you often end up with interesting solutions.

Q) What engine did you use for Thirty Flights Of Loving?

A) Thirty Flights of Loving uses KMQuake2, which is based on id Software’s Quake II engine.

Q) What limitations did you find using that engine?

A) The engine was designed primarily for run’n’gun action games, so its scripting system was fairly basic. For my scripting needs, I had to either code new functionality or do the actual scripting via code.

Q) How did you combat those limitations?

A) I had to dig into the C source code and make changes and additions on that level.

Q) How long did it take you to make Thirty Flights Of Loving?

A) Thirty Flights of Loving took about three months of production and a few months of playtesting and polish.

Q) Where do you think the industry can go in the future?

A) I think as fidelity reaches a plateau, we’ll start seeing studios start to shine the spotlight on areas that traditionally don’t receive the spotlight, such as AI development.

But wait, that’s not all, we also have 3, yes 3, Steam keys for Thirty Flights Of Loving to give away! How can I win such a prize, I hear you ask? Well simply follow @Bitscreed on Twitter and then click the tweet button at the bottom of this article to be in with a chance, yes it’s that simple! Please make sure to read our terms and conditions before entering. Closing date for entries is December 1st 2012.

Ryan Archer

About Ryan Archer

Gamer. Enough said.