Industry Insight: Berzerk Studio Interview

Industry Insight: Berzerk Studio Interview

Last Monday’s Click To Play saw us take a look at top-down shooter Mechanical Commando 2. We caught up with the guys behind the fiercely addictive bullet fest over at Berzerk Studio and grilled them on how they got into the business of making games a little over a year ago, took a look at their gaming catalogue and quizzed them on plans for the future. We ended up talking for so long that we had to split the interview in two! Today we take a look over the past year and discuss Berzerk’s successes in the field. Let the games begin!

Matt Gardner(Dealspwn): Hi guys and welcome to Dealspwn! Would you mind taking a moment to introduce yourselves, and say hi?

Marc-Antoine Jean: Hey I’m Marc-Antoine Jean and I usually take care of the artistic side of a given project, including directing, art, animations, and game design.

Simon Lachance: Hey! I’m Simon Lachance.  I’m the programmer behind the Lachhh engine which is used for all our games so far.  I also take care of dealing with sponsors and partners.

Etienne Jean: I’m Etienne Jean and, like Marc, I’m usually the director of the game and take care of the art, animation and game design of a project.

MG: Berzerk is a fairly new development studio is that right? What was it that made you guys realise you wanted to start an independent development company and how did it all begin?

MAJ: We’re actually a little over one year old, so yeah, the studio’s still pretty young! I think what made us decide to go ahead with the idea of going indie was the fact that we all wanted to create our own, personal stuff. Also, being our own boss is very rewarding and gives a sense of freedom very few employees might experience working for someone else.

SL: Yeah, we didn’t  decided all of a sudden  “Let’s go indie ! That’s sound awesome !”, it all started with a game we wanted to make on our own, as a hobby. A while back I showed a prototype of a Contra-like game to Marc and Etienne, with obviously poor graphics (an heroic arrow shooting circles at deadly triangles!).  Marc and Etienne told me that they had made graphics on their own that would be great to use in my prototype.  So we just did it, and started to work more frequently on that project together, still as a hobby.

EJ: We were all working in the video game industry when I met Simon. I guess we were tired of doing someone else’s idea and want to do our own.

Industry Insight: Berzerk Studio Interview

Contra: The game that started it all

MG: Now, I believe you guys started off with the frankly excellent Mechanical Commando? What was it that led you to launch your new site and introduce yourselves to the world with a top shooter? Were there any particular influences you drew on to begin with?

MAJ: The funny thing about the original Mechanical Commando is that it was supposed to be much smaller, like only one level, and we wanted to release like one two smaller games like this in a rapid succession. When we first showed the game to a sponsor, we’ve been told that they could offer us a much better deal if we added some more levels, and that’s what we did. So no, there wasn’t any particular influence or strategy in introducing the studio with a top shooter, it just happened!

EJ: My main inspiration for this game was an old NES game made by SNK called Guerrilla War. In fact at the beginning of the project, the main character wasn’t supposed to be a giant robot but some kind of Rambo like commando. We changed it, though, because the robot fit better with the type of gameplay we had in mind.

Click here to read the rest of the Berzerk Studio Interview - Part One....

Tue, 9 Feb, 10
Author:
Matt Gardner

Category:
Gaming articles

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Industry Insight: Jamie Woodhouse Interview

Industry Insight: Jamie Woodhouse Interview

You may remember that last month we posted a deal on-site for the PC version of the game Qwak as its developer, one Jamie Woodhouse, had decided to follow a pattern set by those such as Radiohead and World of Goo and held a week-long Pay-What-You-Want spree. Well, after the deal finished, we caught up with Jamie – the man behind such Amiga classics as Nitro and All Terrain Racing as well as Qwak – to ask him a few questions about life as a self-taught veteran of indie game development and how the industry has changed from his perspective over the past twenty years.

Matt Gardner (Dealspwn): Hi Jamie and welcome to Dealspwn! Would you mind taking a moment to introduce yourself, and say hello?

Jamie Woodhouse: Hi Dealspwn!

Well, I’m an indie game developer, so I get to make the games I want to make. I had some early successes on the Amiga, where a few games I developed were published by Psygnosis and Team 17. I’m now focused on making indie games for PC, Mac, and soon, iPhone, and perhaps other platforms.

MG: You’ve been working in the games industry for over two decades now, is that right? When did you first decide you wanted to develop video games for a living?

JW: Yes, that’s right. It all started for me when I was dragged (kicking and screaming, against my will) in to computer club at school. I think all they had back then were BBC model B’s and a few Apple II’s; but that was enough for me, I was soon hooked, and in geek heaven, and soon found myself both playing games, and trying to make my own..

MG: And what was the first ever game you designed?

JW: There were so many, small prototypes, mostly coded in BBC basic. I remember doing a space invaders clone, on the BBC, that only had one invader! Maybe the first decent game I ever designed was ‘Zap’, again for the BBC, developed around 22 years ago in assembler; and published only last year! (There is a thriving retro gaming community and they love uncovering any hidden gems like that).

Click here to read more from our interview with Jamie...