Interviews - Gaming.net https://www.gaming.net/interviews/ Thu, 13 Jul 2023 19:14:05 +0000 en-US hourly 1 https://wordpress.org/?v=6.3 https://www.gaming.net/wp-content/uploads/2022/12/cropped-favicon123start-32x32.png Interviews - Gaming.net https://www.gaming.net/interviews/ 32 32 Cliff Bleszinski & Alex de Campi — SCRAPPER — Interview Series https://www.gaming.net/cliff-bleszinski-alex-de-campi-scrapper-interview-series/ Thu, 13 Jul 2023 19:14:05 +0000 https://www.gaming.net/?p=216031

Veteran games designer Cliff Bleszinski (Gears of War, Unreal, Fortnite) and acclaimed comics writer Alex de Campi (Smoke, No Mercy, Dracula, Motherf**ker!) have shed light on an all-new joint venture — a dog-centric comic book series known as Scrapper, which is set to hit the shelves on July 19, 2023. “Blade Runner-style action mixes with big emotions […]

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Veteran games designer Cliff Bleszinski (Gears of War, Unreal, Fortnite) and acclaimed comics writer Alex de Campi (Smoke, No Mercy, Dracula, Motherf**ker!) have shed light on an all-new joint venture — a dog-centric comic book series known as Scrapper, which is set to hit the shelves on July 19, 2023.

“Blade Runner-style action mixes with big emotions as stray dog Scrapper and his buddy Tank fight for justice against the totalitarian forces of a post-apocalyptic domed city,” the blurb opens. “But when the fight comes to his home Scrapper will face losing what's most important to him-and gain a terrifying truth in the process.”

As we’re only a stone’s throw away from seeing its debut on Image Comics, we thought we’d reach out to Cliff and Alex to get some additional context on the upcoming issue. Just what is Scrapper, and how will it look to add flair to the established medium in 2023? Here’s what we found out..

Credit: Image Comics. 07/19/23

Let’s talk about Scrapper. What is it, and how did you formulate the concept of bringing man’s best friend to a superhero-centric dystopian world?

Cliff: Long story short I stumbled into becoming a Broadway producer which required numerous trips up to New York City. I noticed up there that there are so many stray dogs, cats, and other creatures that, well, life finds a way. My wife got us a Pomsky (that’s mostly Husky) and she inspired me as my muse.

Alex: I’ve always had rescue dogs and lived in big cities, so when Cliff approached me with the idea, I really felt like Scrapper was a project I could bring a lot of passion to. Urban animals? Sign me tf up! Plus, Cliff had already thought through the idea so well, there was an incredibly solid base to build a story on.

Without giving away one too many spoilers, what can we expect from Scrapper? The blurb mentions that our hero will be faced with a “terrifying truth” — care to shed a little extra light on this?

Cliff: Obvious spoiler bait, yo! So yeah not answering that but you’ll be surprised at the extent of his abilities…

Alex: Scrapper is a thriller, so I don’t want to say too much, but let’s just say he’s not what he thinks he is, and the city’s corruption goes a lot deeper than he could ever imagine.

We can’t help but notice the post-apocalyptic city that Scrapper is set in. Cliff, would you say that either Gears of War or Unreal has had any influence on this choice of design?

Cliff: We’re not really saying if the city is pre-apocalypse or post-apocalypse. One of the biggest mysteries we’ve yet to unfurl is what’s outside the domed city? Stay tuned…

Credit: Image Comics. 07/19/23

Alex, you’ve had plenty of experience in working on visual novels and comic books. What has it been like working on Scrapper?

Alex: It’s been so much fun. Cliff’s a really nice guy and super smart about storytelling. He’s also got really strong opinions, which is good in a collaborative partner, because if you’re deciding on artists, for example, he’s able to say “yes” or “no” definitively and rapidly. But there’s no ego in it – it’s all about what’s best for the story, and that’s honestly the best thing to have in a collaborative partner. We both just want to make the best book possible. Cliff’s experience running huge AAA games definitely carries over really well into the collaborative task of making a comic, because he’s also understanding about the setbacks that occur, like something takes longer than expected, or needs a revision.

Has the collaboration process been as smooth as you would’ve liked, or have there been any complications?

Cliff: Alex is tough but fair and smart as a whip and I respect the hell out of her. I hope this project takes off so we could do future collaborations. Over the course of my game development career I learned that finding the right people to work with is so essential and luckily I was introduced to Alex.

Alex: The only issue we had – and it’s a good problem, a high-class problem – is that a game is infinitely expandable in all directions, whereas a comic book miniseries is 20-24 pages per issue, six issues. So occasionally Cliff would be like, “oh, have we got any place to put this cool detail / aspect?” and usually we could fit it in, but occasionally I just had to say no for pacing reasons.

It goes without saying that drafting a series of comic books is a whole other ball game to designing a video game. Cliff, how have you found this transition?

Cliff: Learning this business has been fascinating and, honestly, I’m still learning it. That said, there is some overlap in regards to narrative structure, framing, and pacing as well as art direction and dialogue. It’s certainly been an adventure!

And is this new venture likely to affect your involvement in the gaming industry? Cliff, are you planning on making a return to video games, or has Scrapper opened a new doorway for you?

Cliff: My years of experience in video games and love of pop culture I’d like to believe have helped me make Scrapper perfect to adapt to a video game, TV series, or toy line. I don’t see myself making video games full time again any time soon, but you never know…

Scrapper

Credit: Image Comics. 07/19/23

It’s probably a little too early to ask, but with Scrapper out in the open, will the two of you be working together to create anything else in the future?

Cliff: I have another IP that my wife and I collaborated on that’s sitting in Alex’s in-box. She’s just quite in demand these days so hopefully we can sync up and see about working on it together. Be warned – it’s really dark.

Alex: There are plans! I am the roadblock. As well as Scrapper, I have two graphic novels for Image that just went to print and another for Dark Horse that I’m lettering, and then once we’re a bit further along on Scrapper I will have the brain space to actually engage with the plans.

Before you go, is there anything else you’d like to add for our readers?

Cliff: I just wanted to thank Alex for being my sherpa in this space. I really, truly believe in this project because it comes from the heart. I’m thrilled to have another creative outlet after quite some time and, hey, who doesn’t love dogs?

Alex: So the comic book single issue ordering process is the most user-unfriendly process in the whole world. Cliff and I put together a little site here that will help you find comic shops that stock Scrapper and can mail them to you, in the UK, Ireland, US, or Canada. We’ll continute to update it as more issues come out, with links to order the limited-edition store variant covers, and we’ll add a link to buy the issues digitally after July 19, once the first issue is out. There’s also going to be a sweet hardback collected edition out in March, and that you can just buy at a bookstore like a normal person.

Oh, and if you’re going to San Diego Comic-Con, Cliff and I are doing signings and panels on Friday evening and Saturday midafternoon! Come say hi, get a sticker and a signed bookplate.

Thanks for your time, guys. We look forward to catching the first issue of Scrapper later this month!

Scrapper will be heading to the storefronts on July 19, 2023. You can get your hands on the first issue for just $3.99 over on the Imagine Comics site here. Alternatively, you can get a copy via the official Scrapper website. For everything else, be sure to check in with Cliff and Alex over on their socials.

So, what’s the verdict? Will you be picking up an issue of Scrapper when it hits the shelves? Let us know your thoughts over on our socials here.

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Gonzalo Banki Martinez, Lead Designer at Rubber Duck Games — Interview Series https://www.gaming.net/gonzalo-banki-martinez-evil-wizard/ Fri, 28 Apr 2023 22:25:33 +0000 https://www.gaming.net/?p=208600

Rubber Duck Games is conjuring up a new type of magic, and it comes in the form of a “humor-filled action RPG”—a game that will reportedly grant players the power to reverse the roles and play the tyrant. That's Evil Wizard, in a nutshell, and it'll be coming to consoles and PC a lot sooner than […]

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Rubber Duck Games is conjuring up a new type of magic, and it comes in the form of a “humor-filled action RPG”—a game that will reportedly grant players the power to reverse the roles and play the tyrant. That's Evil Wizard, in a nutshell, and it'll be coming to consoles and PC a lot sooner than we thought. May 25th, actually.

In light of Rubber Duck Games' latest venture nearing its final phase, we thought we'd reach out to Gonzalo Banki Martinez, Lead Designer at Rubber Duck Games, mainly in the hopes of learning more about the upcoming RPG. Here's what we managed to find out…

Credit: Rubber Duck Games

What is your position at Rubber Duck Games, and how did you get started in the industry?

I'm the producer and game designer.

I started to look into game development in 2015 when I discover Unity, from there I started to do tutorials and some games in Game Jams. Then I started a career in game development in a school from my country, Uruguay. There I met my current partners, Diego and Ruben and we’ve been working hard on creating the wild world of Evil Wizard.

Your upcoming game, Evil Wizard, is due to arrive on consoles and PC later this year. In your own words, could you tell us what it is?

Evil Wizard” is a humor-filled action RPG that reverts the role of the classic villain, making it the protagonist of the story as it rises from defeat to reclaim his castle from the heroes that captured it.

The Evil Wizard has a Deadpool vibe, constantly making jokes and breaking the fourth wall, he acknowledges the player, and he knows he's in a game. We loved how these interactions came by, making the players as if they were another character in the game, and they're not just controlling an avatar.

Evil Wizard reverses the roles and has you playing from the villain's perspective. What inspired this decision?

We want to give players the opportunity to explore a new perspective of the classic story “hero must defeat the evil sorcerer to save the world”. The game puts players in the role of the Evil Wizard, fresh off his latest drubbing at the hands of the heroes of the land. From there, the game is about his quest to reclaim his power and get revenge on the heroes and anyone else who has slighted him in the past. This particular take on this thematic character gives us a lot of room to play with as he’s as an anti-hero with a fresh new look and the story is told through his POV, with jokes, funny cinematics and deep, fast combat.

Credit: Rubber Duck Games

There are clearly a lot of metroidvania elements here. What else can we expect from the gameplay?

That's right, while the game is not a metroidvania by itself, we took a lot of inspiration from the genre, mostly in the way you explore the world. Players will face some areas that they'll need a special power to unlock, like an ice wall that you'll need to throw fire to melt or a river that you can cross by freezing it with your ice spell, and so on. 

As for the RPG part, there are weapon upgrades, and an array of different elemental abilities that also have their own advantages and disadvantages that need to be used strategically. 

And my favorite part… we added a lot… and I mean, A LOT of easter eggs and references to gaming and pop culture. If players pay attention to their surroundings as they explore, they will always find some new detail around. Even the loading menu has a certain hollowed knight.

When can we expect to see the game hit the market? Do you have any plans to bring it to ex-gen consoles or any other platforms?

Soon. There will be an announcement later this month, so stay tuned.  We have plans to release the game in every platform we can.

Credit: Rubber Duck Games

And do you have any intention of developing a sequel? If not, then perhaps a seperate IP with similar elements?

We would love to keep expanding the world of Evil Wizard, we have so many ideas that we wanted to add, but the time and resources are limited! So I think there's a lot of room for sequels or spin-offs.

We also have ideas for new games that are not that similar to Evil Wizard. One thing that we know for sure is that we want to keep doing games with humor and fourth wall breaking.For now,  now we're focused on releasing “Evil Wizard”.

Lastly, do you have any words for our readers?

I hope you like what the game has to offer, we put a lot of love on this project, we can’t wait for you all to play it. As we like to say, we develop games with 80% love and only 20% skill.

The Evil Wizard needs your help to kick some good guys' asses, join him on his quest for revenge and show those so-called heroes that they can't mess with us… by adding this game to your wishlist.

Thanks for your time, Gonzalo!

 

You can slot Evil Wizard into your wishlist over on Steam here. Alternatively, you can check in with Rubber Duck Games' social feed for all the latest updates. If anything changes ahead of its May 25th release, we'll be sure to fill you in on all the key details right here on gaming.net.

 

So, what's your take? Will you be picking up a copy of Evil Wizard when it drops? Let us know your thoughts over on our socials here.

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Adam Hensel, Founder & CEO of Battlebound — Interview Series https://www.gaming.net/adam-hensel-founder-ceo-of-battlebound-interview-series/ Wed, 07 Dec 2022 16:20:15 +0000 http://www.gaming.net/?p=198147

Battlebound, a Web3-based studio that has spent the best part of 2022 foraging for assets on the newly revised platform, has lay the foundations for a universally accessible virtual world on the blockchain. As it stands, Evaverse, a free-to-play social game, is making its rounds by way of bringing NFTs to Web3 technology, which is a monumental […]

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Battlebound, a Web3-based studio that has spent the best part of 2022 foraging for assets on the newly revised platform, has lay the foundations for a universally accessible virtual world on the blockchain.

As it stands, Evaverse, a free-to-play social game, is making its rounds by way of bringing NFTs to Web3 technology, which is a monumental achievement that has been chalked up but never really expanded on since its 2014 proposal. Or at least, not until recent years, in which NFT gaming has gradually become one of the most talked about forms of media on the market.

Anyway, this is only the beginning for Battlebound and its founder and CEO Adam Hensel. Question is, what else can we expect from the Evaverse team? We caught up with Adam to talk about the future of the game, Battlebound's involvement in NFTs, and the evolution of Web3 technology.

From what idea did Battlebound originate from, and why did you decide to act on it?

Building fun and competitive multiplayer games is my passion. I grew up playing MMORPG games like World of Warcraft and Final Fantasy XI where ownership really mattered and players were pushing the boundaries of how the games were designed to be played. When I first discovered NFT technology while working at Riot, I immediately connected the dots seeing an opportunity to engage players with ownership systems they’ve wanted for years. I wanted to create a studio that could meaningfully leverage blockchain technology and produce AAA gaming experiences with a small tight-knit team. Battlebound was founded to create positive engagement through ownership, utility, and value, in games players love.

Battlebound’s flagship IP, Evaverse, is paving the way for a new future using Web3 technology. What inspired the move to the read-write-own platform, and how do you plan to use it to develop new gameplay experiences?

Historically, passionate gaming communities have invested their time and resources into their favorite games, but received little value or ownership in return for their efforts. Web3 is the next evolution of gaming where players own digital assets and are rewarded for their contributions. From a game developer perspective, we are thrilled that we get to involve players at an earlier stage to help shape gameplay.  

Players in the Evaverse own core game assets and are deeply invested in the game development process and iteration cycles. The ownership model aligns incentives from developers and players where we work together for the studio’s success.  This includes helping shape the design milestones through NFT voting, transparent development feedback, and championing growth across social media and the Battlebound discord community.

Credit: Battlebound

Speaking of Evaverse, what exactly is it? How would you describe it to someone who’s just starting out in the NFT community?

The Evaverse is a social multiplayer competitive gaming experience that's comprised of a series of game modes. These different game modes offer players the best of competitive web3 game genres in an immersive and open social world. 

All our game modes are built for NFT and non-NFT players alike. We believe blockchain ownership technology enhances an already fun gaming experience; all players should be able to access the gameplay without a financial barrier to entry. We offer free-to-play games, that are available on Steam. 

Hoverboard racing is our first game mode. Players can ride an NFT hoverboard that levels up and gain experience while racing against other players. We also just launched Cosmic Cup, a pet racing battle type of game that is similar to Fall Guys with reactive twitch-based combat. These games are fun and social, while competitive. 

What can we expect to see from Evaverse before year’s end? Is there anything we can look forward to in 2023?

We have the Cosmic Cup mode that just released which I think the community will be really excited about. The Cosmic Cup will launch alongside Purrtle Packs, an in-game wearable that evolves through gamification to become an NFT avatar. We've also begun pre-production on our third mode, which is a 3rd person arena shooter with craftable weapons that players will be able to mint. 

Next year we’re launching the Battlebound Games launcher and integrating web3 mechanics into the immersive play experience of the Evaverse. We’re also gearing up to launch the Evaverse token and economy features that will allow our players to earn game currency through skill-based competitions throughout the game. The vision for the token economy is detailed in our whitepaper available here

Credit: Battlebound

Do you have any plans to influence indie developers to shift over to the Web3 platform in the future? If so, would you care to share with us what they are?

Our focus is reaching players by creating games they love and solving Web3s accessibility challenges. As the Web3 games sector matures and more immersive and fun games are released the emphasis will be on the game itself instead of the Web3 technology that empowers it.

The blockchain infrastructure is ever-evolving; how will Battlebound play its part and influence the development of NFTs over the next twelve months?

Battlebound is a game studio focused on delighting and serving our community and onboarding new players into NFT ownership.  The infrastructure and on-chain features we leverage are chosen to create the best onboarding experiences possible. As a game studio comprised of AAA industry veterans our focus is creating Web3 games players want to play and leveraging the best blockchain infrastructures available to reach the most players.

YouTube Video

For curious creators who are considering the idea of shifting from Web2 to Web3, what perks would you say tie in with the latter? How will Web3 change the way we see gaming?

In Web2, gamers invest their time and resources into the games they play and help grow the games industry without ever being rewarded for the value they contribute. We shifted from Web2 to Web3 after realizing more meaningful engagement can be created through player empowerment and digital ownership, and we think that players will see value in this shift also. 

We spoke about Evaverse and what the future could potentially hold for it, but are there any other projects Battlebound is working on? Care to share any details on what’s in the pipeline?

Project A is Battlebound's second game in development and is focused on deep immersion and innovating on traditional creature-collecting gameplay by blending competitive multiplayer combat with social progression and adventure. Project A offers players a more curated gaming experience with unique interoperability opportunities between all Battlebound titles. All Battlebound players will benefit from early participation in our ecosystem through airdrops, NFT rewards, and early access to games.

Credit: Battlebound

Lastly, we’ve noticed that Evaverse offers a number of free NFTs for newcomers. Is this something you plan on keeping, or do you intend to roll out a new structure in the future?

Since our very first mint, all mints have been free. We plan to continue this in the future in order to support mainstream adoption. 

Is there anything you’d like to add for our readers?

Our longer-term vision is to hand our tools over to the community so they can create their own content, combine game modes, and build out different arenas and levels. Ultimately, players can monetize their work as the economy thrives. For gamers interested in joining our community, please visit https://www.evaverse.com/

That's great — thanks, Adam!

 

If you're wanting to stay in the loop with Battlebound, be sure to check in with the team's official social feed here. We'll be checking back into Evaverse over the coming weeks to bring all the latest news on The Cosmic Cup to gaming.net. Can't wait that long? Get a feel for the Web3 tech right now by signing up here.

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José Luis González, Creator of subROV: Underwater Discoveries — Interview Series https://www.gaming.net/jose-luis-gonzalez-creator-of-subrov-underwater-discoveries-interview-series/ Wed, 23 Nov 2022 13:02:55 +0000 http://www.gaming.net/?p=197137

In spite of the industry's best efforts to fill the eternal void that is the world of aquatics, there is still so much more of it that yearns to be chronicled. Fortunately, such curators exist, who devote their time to exploring one of the biggest biomes on the planet — the sea. Take José Luis […]

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In spite of the industry's best efforts to fill the eternal void that is the world of aquatics, there is still so much more of it that yearns to be chronicled. Fortunately, such curators exist, who devote their time to exploring one of the biggest biomes on the planet — the sea. Take José Luis González, for example, an indie developer who has spent the best part of the last two years developing subROV: Underwater Discoveries, a deep-sea exploration simulation game that lets players embark on rich and immersive bottomless voyages.

Curious to learn more about it, we caught up with José earlier this week to talk about subROV: Underwater Discoveries. The question we wanted to ask more than anything was straightforward: what is it? And, I suppose, more importantly, how will it bridge the gaps that so many have failed to weave together? Here's what we learned.

Let's talk about sqr3lab — how did it all begin?

sqr3lab is my identity as a game developer. The name comes from a board and mobile game I co-developed many years ago; when I started making personal projects, I picked it up as a nod and tribute to the lifelong friends I made while working on it. 

And what are you hoping to achieve as an independent developer?

My goal as an independent developer is precisely to retain that independence; to set my own objectives and work on projects that resonate with me. Being independent allows me to offer something special to me and worthwhile to others. 

Tell us about subROV: Underwater Discoveries. What can we expect from it, and when are we likely to see it all come to life?

subROV is my rendition of the oceanographic live streams that allow people to follow cutting edge dives in real time. It’s truly amazing to experience aspects like the undocking procedure and hearing the gasps of scientists when they come across a creature they’ve never seen before at 1250 m depth. What I want with subROV is to recreate that whole experience putting players at the center of it all, right at the heart of the control panel of the submarine robot. 

As for the second question, it is happening as we speak. I’m adding content at a good pace, and it’s very satisfying to see new creatures come to life for the very first time in the game. In fact, many of these creatures are being featured in a video game for the first time ever.

And what inspired the underwater setting? Have you always been drawn to marine biology and deep-sea exploration?

I'm awestruck by the vast, concealing nature of the sea. It attracts me, and I dread it, with a kind of fascination that I cannot fully explain. 

I’ve always been interested in games with an underwater theme (subwar 2050 being the first I can recall), and I can’t think of a setting that aligns better with both my personal interests and professional development.

It's interesting to see that both Schmidt Ocean Institute and the Bermuda Institute of Ocean Technologies are involved in the project. Could you explain what their roles are, and how they've influenced the game's development?

BIOS and SOI have both been instrumental in the development of the game. They've given me support, endorsement, and direct access to resources and experts I can rely on when I’m touching on specialized subjects. Whether it is the depth at which Humboldt squid dwell during daytime, or the classification of a deep-sea coral specimen, with their help I’ve been able to make this game both unique and authentic. 

What has it been like working with their teams? 

It’s easily one of the best experiences of my life: one day I’m discussing inverse kinematics (robotic arm control) with some of the best ROV pilots, the next I’m browsing through stunning pictures of corals or asking biologists about a particular species of fish. It’s both enriching, and fulfilling, and it moves me to see how excited they all are to help and share their knowledge with me.

Do you have any plans to work with either institute after the game releases?

I believe subROV has a great potential for growth as a framework to recreate scientifically-sound, entertaining dives, and I would love to keep working with scientists and institutions in the future to bring their work to the game.  

subROV: Underwater Discoveries is currently scheduled to launch on Steam. Do you have any plans to branch out to other platforms in the future? If so, what platforms would you like to see it on?

I have no immediate plans aside from Steam-PC, but no self-imposed restrictions either. I've already been asked about a Linux version, and consoles are not off the cards.  

Is there anything else we can expect from sqr3lab this year? Any chance you could clue us in on the details?

subROV is entering Early Access December 2nd, and I’m incredibly excited about it! I can’t wait to have people play the game and I look forward to this next phase of development. 

Anything else you'd like to add for our readers?

To you, reader: subROV is a game I’m making from the heart, with a purpose -for us to discover the ocean. Thank you so much for reading this, and I hope to see you soon subROVving around!  

Thanks, José!

Thank you! 

 

You can pick up your Early Access copy of subROV: Underwater Discoveries on December 2, 2022. The game will launch exclusively on Steam here.

For more updates on the project, be sure to follow the official feed here.

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Genshin Impact: An Interview With Christina Costello The Voice of Collei https://www.gaming.net/genshin-impact-an-interview-with-christina-costello-the-voice-of-collei/ Sun, 04 Sep 2022 20:42:59 +0000 http://www.gaming.net/?p=190902

To celebrate the release of Genshin Impact's Sumeru and the first four-star Dendro character Collei. We sat down with Christina Costello, the talented voice behind Collei, to talk about the character. Below we go over how Christina got the role, her relation to Collei's personality, and of course, her feelings on a Collei and Amber […]

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To celebrate the release of Genshin Impact's Sumeru and the first four-star Dendro character Collei. We sat down with Christina Costello, the talented voice behind Collei, to talk about the character. Below we go over how Christina got the role, her relation to Collei's personality, and of course, her feelings on a Collei and Amber reunion.

Christina Costello On Everything You Ever Wanted to Know About Her Role as Collei

How Did You Get The Role For Collei?: I got an email, and it was an email for an audition I didn't recognize. At the time, I had a Kidney Stone and almost didn't want to audition, I did it anyway. I was told I got cast, but not for what. I walked into the session, and it was Collei.

Do You Play Genshin Impact?: So, I loved the manga so, so much that when I saw people getting cast, I decided not to play it. Because if I really liked it, and I was attached, I'd be in it. That was just my luck. So that was my theory. I avoided the game, but I read about the game. So yes, I knew about it, but in a really roundabout way.

How Does it Feel to be One of The First Dendro Characters?: Super Exciting, I did eventually start playing the game, and I have a lot of fun with the reactions. I can see the excitement that surrounds having a new type of vision holder type to add to the reactions. It's a fun playstyle to be able to quickly swap people out. So being able to be one of the first characters to introduce those reactions and show how different and cool it can be, is super cool. Collei is a little nugget, so I'm happy to be a Dendro nugget.

Collei is One of The Few Characters Shown in The Prequel, How Did You Feel About Her Role in The Manga and How The Character Has Grown?: I felt really sad for Collei the entire manga. I am disabled and chronically ill, and I feel like there are a lot of parallels with health being a major issue in the manga, or, I guess, a sort of experimental curse. It was really relatable to see her frustration and where she was coming from. I think that it's just this place of, I don't feel well, if you touch me you're going to die, I can't make friends. Life is not good.

It's really nice to see her grow into a character that can interact with people. It is really nice to see the joy that comes from her being able to interact with people for the first time, or that's at least what it feels like to me. I think that she's doing a good job trying to be like Amber. Amber was so nice to her no matter what was wrong with her, so I think it's really cool to see her development. I hope she gets to be happy because her life is hard.

What Are Some Things You Feel You Have in Common With Collei?: I really feel like my connection is where she has Eleazar, and it's something that is affecting her. She doesn't want it to hold her back. She still wants to be a forest ranger and be involved with things. I think as someone who has a rare lung disease. I think that's something I can really relate to. Even when you don't feel well, you really want to be involved, I think, well, how can I ignore this, or what can I do to make this problem a little bit less so I can keep enjoying life and the world?

I think that's definitely something I relate to with her. I also went through a very emotional “life is tough I'm going to try to be a badass phase” when I was younger and didn't like being sick. She was probably more justified than mine she was experimented on. I just didn't feel well, and I also changed from that.

How Did You Get Into The Mindset to Play Collei?: I found it to be easy because I had gone through a lot of medical trauma. A lot of her character is remembering what happened to her but wanting to move forward. By default, my personality is very similar to Collei's. I don't know how much acting I did. Just because even though they are different situations when you've gone through something that affected you so deeply, it's something you remember. It's a normal human reaction to think about things that are bad. I am also super socially awkward, and so is Collei. She's trying her best, I'm trying my best, so I feel that it was kind of being in tune with my own personality.

Who is On Your Team, and Do You Have a Favorite Part of The Story?: I am super behind, and I am at the end of Liyue right now. I actually ran to Sumeru to get the mushrooms for Collei and have her on my team. I have Collei and Klee, because she causes chaos. Barbara, to negate the chaos that I'm causing. I also have either Bennett or Keqing, depending on if I want more fire or to not burn everything down. It's a super chaotic team. I really like the burning reaction, I don't know why. I think it's just satisfying. My team is either built around burning or bloom.

Storywise, I really liked Venti's character arc. I think it's because he was also in the Manga, and I was attached to him. It was really cool to see what he had been up to. It's cool to see him be forced to take more action instead of just watching his people I really like Mondstadt, even though it's a generic anwser.

Would You Like to See a Collei and Amber Reunion?: I wish their character interactions in the manga are so darn cute. Collei talks about in 3.0 how Amber changed her life and how she is like a warm fire that keeps everyone warm. All I can do is hope.

Is There Any Other Character You Would Have Loved to Voice?: Collei felt like the perfect match. I really relate to her and love her in the manga. It was like a dream come true. I also probably wouldn't mind being a character like Klee because she's so chaotic. I love the little chaotic fire, baby. She brings me a lot of joy. Someone like Bennett would also be really fun. I love voicing young boys because they're usually so over-the-top personality-wise. Bennett is so excited about everything. I wish I had an ounce of his energy, despite his bad luck.

I would like to be Klee or Bennett, so chaos or chaos, basically.

What Are Some Projects We Should Check Out From You?: I was in a fun one, Seirei Gensouki: Spirit Chronicles, on Crunchyroll as a character named Alma. She is very small and has a large hammer which brings me a lot of joy. I was in a couple of indie projects that I think are really cool. One is called Unichrom, a 1-bit Unicorn game where I am an evil unicorn, which is the aesthetic I want for my life. An evil, chaotic unicorn that sounds like Bubbles and Harley Quinn together, arguing at the same time. They are trying to get it on all platforms and are trying to release it in the next few months. It is incredibly chaotic, so if you want chaos, play this game.

I put most of the things that I do on Twitter. Right now, I have the awkward small girl with a giant hammer or a chaotic unicorn. I also am in the dub Henkei Shoujo, where my character transforms into a chef that shucks food at people, so that's fun. It's up to you if you want to see me as an evil unicorn, a guy with a giant hammer, or a chef throwing food at people. That's my career.

A special thanks to Christina Costello for speaking with us. For more about Christina, check out her Twitter or her website.

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Otakon 2022 and the Saga of The Stolen Ms. Hina Standee https://www.gaming.net/otakon-2022-and-the-saga-of-the-stolen-ms-hina-cutout/ Fri, 05 Aug 2022 23:34:45 +0000 http://www.gaming.net/?p=188509

Genshin Impact has taken the world by storm, so it's no surprise that conventions are now filled with cosplayers and props from the game. This summer, the massively popular Otakon hit over 40,000 plus attendees, including a friendly fellow named Ryne who was traveling around with the darling Ms. Hina. Ryne was kind enough to […]

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Genshin Impact has taken the world by storm, so it's no surprise that conventions are now filled with cosplayers and props from the game. This summer, the massively popular Otakon hit over 40,000 plus attendees, including a friendly fellow named Ryne who was traveling around with the darling Ms. Hina. Ryne was kind enough to let fans of the game take pictures with the cutout, who was a replica of the end-game standee made to represent the female version of Gorou.

As fate would have it, though, on the second night of the con, Ms. Hina found herself kidnapped. Ryne quickly sprang to action and pleaded on social media for help finding the darling prop. The response from Otakon attendees was quick. The captors were tracked down, and Ms. Hina was found safe and sound. The fan reaction to finding this character was simply astounding and has attracted a lot of attention around the web.

Interview With The Owner of Ms. Hina, Ryne

How long have you had Ms. Hina?: I had Miss Hina printed and created around the beginning of July, and it was printed and delivered to me less than one week after I ordered her. I was initially inspired by a Miss Hina that someone made and brought to Anime Central in Chicago in May, and knew that this is something I wanted to make and bring to my next convention, which was Otakon.

When did you realize she was missing?: I was carrying Miss Hina around for almost the whole weekend, starting with my Japanese Commercials panel I presented on Friday morning, and took her everywhere–the dealer's hall, artist alley, public spaces of the convention, and even into panels. My hotel roommate, a vlogger who was cosplaying Mona on Saturday, took her for a good part of that day, too for content. Every night, I’d usually spend time at the Marriott Marquis lobby bar, where Miss Hina was very well received by people there. Saturday night, rather than going to late-night panels, me and my friends.

I decided to stick around the Marquis bar since the atmosphere was electric and everyone was having fun, especially with Miss Hina! Around 2 AM, when security was clearing out the lobby and atrium, my friend pointed out that Miss Hina was missing and nowhere to be found. Hotel security already sealed off the atrium and wouldn’t let us look for her, so I went up to my room, dejected that either someone stole Ms. Hina, or she was lost somewhere.

Did the community's immediate response surprise you?: It did! I knew that plenty of people saw and took pictures of and with Miss Hina all weekend, especially to all the Genshin meet-ups and photoshoots, so when I put out the message that Miss Hina was missing on Facebook, Instagram, Twitter, Discord, and Reddit, a lot of people seemed sad and upset that she lost or stolen, and some even jokingly offered to try to hunt for her and her captors. Hundreds, if not thousands, of people saw her that weekend, so she definitely made an impact. Even if we didn’t get Miss Hina back, I was already happy to see that so many people cared about a silly sheet of foam board of an anime game dog girl and that she was able to give people some enjoyment during the con.

How did the return of Ms. Hina go?: On Monday morning, after many of us already left the con, I got messages and comments on Instagram and Facebook saying they spotted people with Miss Hina taking selfies with her in the lobby of one of the hotels in the area. Someone was then able to take a photo of the car and its license place that Miss Hina and her kidnappers got into. Sure, I had some sentimental attachment to Miss Hina after having her the whole weekend, but this wasn’t worth making a criminal issue or anything, and I was already prepared to have a new Miss Hina printed for next time (with an AirTag!).

Later that Monday afternoon, someone sent me screenshots and Tweets that were still up posted by Miss Hina’s captors with her in their hotel room from, I’m guessing Saturday night/Sunday morning. After conferring with an Otakon Facebook group mod and an Otakon Discord moderator, I decided to tweet back at her captors and shared the screenshots and link to the Tweets to the Otakon 21+ Facebook group. The reaction was instantaneous, and after they got dragged on Twitter and social media, I got a DM from one of her captors offering to have her returned to the Marquis front desk within an hour or two.

Luckily, I work in downtown DC, so it wasn’t a problem to stop by there after work to ransom her. I want to thank the people who stole Miss Hina for returning her in one piece and urge everyone to let it go and move on. Her captors were very apologetic and were just caught up in the fun and the moment.

Do you plan to continue the con circuit with Ms. Hina?: I feel like Miss Hina has now become kind of a meme now for Otakon-goers and the people on the 21+ Con Groups for MAGFest and Katsucon seem excited to see her at those cons! I actually expect more Miss Hinas to be created and show up, but I’m happy to have what I think is the first in the East Coast con circuit.

Any advice you can give to con-goers now that you’ve experienced this ordeal?: It’s easy to have a little too much fun at a con, getting caught up in the moment with or without alcohol, so I think it’s just important to have respect for other con-goers and their property. I’m also happy to see the con-going community rally around something like this and will always appreciate the brief connections and long friendships that conventions and shared fandom bring. Also, please AirTag your props, just in case.

A special thanks to @seventhsages and @kirakaiya for allowing us to use them in our cover photo and gallery photos. To learn more about Ms. Hina and Ryne's adventures, head on over to his Twitter or Instagram.

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Tony Temple, Missile Command Champion & Guinness World Record Holder — Interview Series https://www.gaming.net/tony-temple-missile-command-champion-guinness-world-record-holder-interview-series/ Thu, 28 Jul 2022 12:17:13 +0000 http://www.gaming.net/?p=187864

Tony Temple, a UK-based arcade fanatic who's spent the best part of sixteen years clutching onto a rather lofty Guinness World Record for most points scored in Atari's Missile Command, has attained global recognition for a myriad of contributions to the world of arcade gaming. Besides breaking the world record on three separate occasions, the prestigious […]

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Tony Temple, a UK-based arcade fanatic who's spent the best part of sixteen years clutching onto a rather lofty Guinness World Record for most points scored in Atari's Missile Command, has attained global recognition for a myriad of contributions to the world of arcade gaming. Besides breaking the world record on three separate occasions, the prestigious player has also lathered his knowledge of all things retro onto a number of projects, including The Arcade Blogger, and Missile Commander: A Journey to the Top of an Arcade Classic, an encyclopedia of sorts that delves into the history of the game, as well as the trials and tribulations Temple had to face to become its torchbearer.

Anyway, with Atari celebrating its fiftieth anniversary this year, we thought we'd return to one of its most celebrated games, and discover how Tony Temple, curator of arcade memorabilia, was able to reignite its wick long after the golden age of arcade gaming made way for a new era of entertainment.

Image via Atari

Missile Command evidently played a huge role during your young adulthood. What was it that drew you into Atari’s arcade phenomenon?

It was a mix of a few things, I think. The main one was the subject matter. You have to remember that in 1980, all teenage kids thought the world was going to end at any point! So the macabre thought of playing a video game based on thermonuclear warfare was too enticing to pass up as a 13-year-old. It was rather cathartic, in fact. Missile Command’s controls were something unique at the time also. Using a trackball and three fire buttons was a huge challenge to figure out compared to what was in the arcades up to that point – whilst most players avoided it, for some reason that difficulty with the hardware of controlling the game drew me to it. And of course, Missile Command just happened to be the new game to arrive at my local arcade. In that respect, it was mostly fate, as it could have been any number of new games that came out during that year.

And how long was it after you first found Missile Command that you targeted a spot in the Guinness World Records?

Well, in fact, it was many years later. Missile Command disappeared here in UK arcades from around 1984 or so and I didn’t play again for another 20 years when I started collecting and restoring arcade machines in 2005. I realized I still had the old skills that I learned as a kid and started researching high scores on the game. Looking at recorded scores mostly set in the USA, I figured I had a shot. This led me to the opportunity to get into the Guinness World Record book.

We can’t begin to imagine the trials and tribulations you must have encountered when trying to break it [GWR]. What was the most challenging part of the journey?

Aside from having the skills to do it, breaking a world record on anything (I guess) does require dedication and a desire to achieve a lofty goal. So, without a doubt, the biggest challenge to me was the realization that if I was going to break the record, I was going to have to dismantle my gameplay completely and re-learn a totally different way of playing Missile Command. I was good at the game, but only as a casual gamer. It was clear to me that simply wasn’t going to get me the world record. I had to figure out new strategies for maximizing opportunities to press for points and managing my missile inventory effectively. You couldn’t learn this stuff from YouTube because no one else was doing it! Deliberately not doing what comes naturally is incredibly difficult, and I can’t say that part of it was much fun. It really was hard work – it was like learning to walk again. But I guess I’m living proof that you can teach an old dog new tricks!

Image via Atari

After being recognized as the world record holder for most points scored in a Missile Command game on Tournament Settings in 2006, you went on to increase your world record in 2009, and 2010. What made you want to return to the cabinet after breaking the first?

I was keen to put some distance between myself and the guy in second place. My initial world record score was only 20% higher than the previous record and I felt I had more to go. Interest had built up in the game at the time, so my final score of 4.4 million points was my line in the sand I guess. It is significantly higher than anyone else has officially scored, and still stands to this day. But I fully expect someone will come along one day and beat it. 

And are there any plans to beat your last record of 4,472,570 points, or are you satisfied with what’s already been achieved?

I get asked this a lot. The answer is I really don’t know. I don’t play seriously these days, but I still have my cabinet, so who knows? Twitch streaming is popular these days, so that could be an option. I’ve thought about streaming gameplay and sharing tips and strategies, which could lead to something. The 4.4 million point game was a one-off – everything came together and I was able to play continuously for almost three hours. The good news is the record I hold (tournament settings, which gives no bonus cities) is good for quick bursts, so logistically it's not too taxing. I do get people emailing me asking if I’m going to come out of ‘retirement’ and play again. It's hard to believe that score was done 12 years ago. So maybe you’re right, it might be time to dust off the trackball and get back in the saddle! 

But what’s interesting is you never know when you’re going to get a great score. You could be playing casually and before you know it, things are coming together and you might just be on track for a new world record.

It would be a fun thing to do though, but does require commitment and time; something I don’t have much of these days with my job, family, and other projects I’m working on.

Tony Temple (left), and Missile Command creator Dave Theurer (right)

Of course, your love of arcade gaming goes much deeper than Atari’s Missile Command, as shown in The Arcade Blogger. If Missile Command didn’t take the lion’s share of your youth, what game(s) would have?

Where to start? I mean, you literally have thousands of early ‘80s games to choose from. I would say Robotron and Tempest are the two classic arcade games that appeal to me. Both are manic, addictive, and non-pattern based, which are the types of games that appeal to me. Since writing about the Golden Age of arcade gaming on arcadeblogger.com, I’ve discovered many games that we never saw over here in the UK, so there are plenty of gems I’ve discovered recently that are amazing. Omega Race, Aztarac, and Tac-Scan are three that spring to mind.

In the past, you’ve mentioned features that Missile Command never went on to employ. Could you give us a breakdown of what they were, please?

Missile Command actually ended up being a simplified version of all the initial ideas that were thought of during its development. The game could have been much more complex had those ideas remained in the game. Many features were cut from the game after playtesting both at Atari and out in the field. Railroads and submarines are one example. The programmers had this initial idea of a living ecosystem, where missiles were transported from the cities and into the bases. If the railroads carrying the missiles were hit, your ability to defend yourself was significantly compromised. But it was all too complex. Another was the screen was intended to display as if looking at a radar, but again, it got too messy, and having parts of the display literally disappear as the radar swept across the screen wasn’t a great idea (who’d have thought?!). Perhaps the biggest thing to be removed was the huge attract panel found on the prototype Missile Command cabinet. This was intended to provide the player with information about the status of their game at any one point. Again, nice idea, and it looks impressive, but early players complained about having to look away from the game to establish this information – again, not ideal when you’re defending against endless missiles attacking you. So with some clever programming and moving some of those info points onto the main screen allowed Atari to remove the panel, and in the process, save a bunch of money during production.

Fine-tuning Missile Command was its greatest strength. Having the time and freedom to test out these interesting ideas and either enhance them or remove them from the code is what made Missile Command such a huge classic title for Atari that is still loved to this day. The recent re-release of the game on the 2600 as an Atari XP collectible is probably a testament to that.

Image via Atari

While on the subject, we noticed that you recently published an article detailing the above points for Atari XP. Do you have plans to collaborate with Atari in the future? If so, what can we expect?

I really enjoyed doing that. It's always good to share some of the history surrounding the development of Missile Command. I’d love to continue contributing in the future for the guys at Atari, and perhaps cover some of Atari’s other classic titles. There’s plenty to choose from!

Your book, Missile Commander: A Journey to the Top of an Arcade Classic, isn’t just a retelling of your rise to fame as a Guinness World Record champion, correct? What else can its readers expect from Tony Temple, curator of retro tales?

Missile Commander tells the story from the ground up of the development of the game – how the idea came about, who worked on it, what the challenges were and how the game was received in the marketplace. Alongside this, I tell the story of my discovery of the game and how I ended up in the Guinness Book of World Records. I packed it full of supporting documents and images, many of which have never been published before. It was a labor of love, but I’m so pleased with how it came out. To be able to share my story alongside how the game was created made for a unique book that stands out from the crowd. At least that’s what readers tell me!

Feedback has been universally positive and I’m still selling copies via my website to this day some two years later. 

As for other stuff, I regularly update my blog at www.arcadeblogger.com with arcade restorations, new discoveries relating to the Golden Age of classic arcade gaming, and articles that delve into aspects of the industry back then that passed many people by.

Along with two other guys, I also work on a podcast, The Ted Dabney Experience, which keeps me out of trouble. We interview the leading lights of the Golden Age of classic arcade gaming, which has been incredibly fulfilling and a real honor to give these guys a place to share their stories from back in the day. I think we’re pulling together a great body of work with high production values that will be referred to and accessed long after we’re gone.

I do too much!

Image via Arcade Blogger

What are your thoughts on arcade games today? Are there any titles that you’d recommend to a new player?

Well, very few video arcade games are released these days, but I would urge everyone to seek out a game called Cosmotrons – look it up on YouTube – it's a hybrid of some of the old classic vector titles like Asteroids and Gravitar. Great multiplayer fun that reminds me of the classic arcade games of the early eighties.

Lastly, will you be doing anything to commemorate Atari’s 50th anniversary? Another book, perhaps? Or, dare we say, another world record?

As well as regularly updating my blog with lots of Atari-related content, I am working on another book project, which is still under wraps for now, but watch this space! I hope to release it before the end of the year.

Looking forward to it! Thanks, Tony!

 

You can visit Tony Temple’s blog at www.arcadeblogger.com, and podcast at www.tdepodcast.net. Signed copies of Missile Commander can be ordered via Tony’s blog, or directly from Amazon.

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Tourdog, Art Director at TourDog Studio — Interview Series https://www.gaming.net/tourdog-art-director-at-tourdog-studio-interview-series/ Mon, 30 May 2022 21:52:49 +0000 http://www.gaming.net/?p=183235

TourDog Studio, known for crafting the whimsical world of Alchemy Stars, will be celebrating the game's first anniversary on June 17. Alchemy Stars is an enchanting story-driven role-playing game that boasts a casket of thought-provoking battles and wondrously unique story arcs. With over 10 million downloads on Android and iOS, the universally acclaimed chapter has quickly managed […]

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TourDog Studio, known for crafting the whimsical world of Alchemy Stars, will be celebrating the game's first anniversary on June 17.

Alchemy Stars is an enchanting story-driven role-playing game that boasts a casket of thought-provoking battles and wondrously unique story arcs. With over 10 million downloads on Android and iOS, the universally acclaimed chapter has quickly managed to secure its place as one of the brightest stars on the intergalactic nexus.

We recently checked in with two of the creative minds behind the game: Tourdog, and 577. Together, the two were able to shed light on the success of Alchemy Stars, and how it will impact the future of the game through 2022 and beyond.

YouTube Video

Could you explain your position as Art Director at TourDog Studio, and how you contribute to the wondrous world of Alchemy Stars?

Tourdog: Hi, I’m Tourdog, Art Director from Tourdog studio and currently in charge of Alchemy Stars' visuals and event planning.

Alchemy Stars is fastly approaching its first anniversary on Android and iOS, do you plan to celebrate with any new material for the game world? If so, what can we expect?

Tourdog: We've added the first and second chapters of the second part of the Main Story Stages, and the story will continue to revolve around finding a way to repair Soroz and discovering new stories in Eraveil. There will also be more heart-wrenching crises occurring, and with new settings revealed, more familiar characters will also be involved in the protagonist's adventures.

Once the Cloud Gardens gameplay is released, players will be able to gather, plant, and perform other labor works and obtain materials through them. They can also construct buildings and landscapes, gradually creating beautiful Cloud Gardens.

Astra is evidently beautiful. What were the key influences that contributed towards the development of the continent?

Tourdog: In fact, the earliest concept we came up with was the “Colossus”. After conceiving this huge flying creature that's both mechanical and organic, we thought that there should also be an earthbound colossus like Lepidoz. And step by step we conceived the world of Alchemy Stars and its various Factions.

Image via TourDog Studio

What, from an artist's point of view, was the most complex part of Astra to design?

Tourdog: I think the most challenging part we set for ourselves, apart from the inherently difficult design of the four-colored Alchemy Board, was the contradiction between the heavy anime designs we used, which placed a lot of emphasis on outlines, shapes, and proportions, and the sense of realism in the pursuit of a high-quality work. You can clearly see the evidence of our efforts in the game, and we hope everyone likes what they see!

What was the process behind designing the Aurorians, Caelestites, and Eclipsites?

Tourdog: The characters were all outlined and put together by several creators of the studio.

When the overall setting of Alchemy Stars and its various Factions was gradually established, and the geographical, political, and human characteristics of each Faction became clearer, the group of characters belonging to each Faction also emerged naturally, and all that remained was to determine typical and atypical characters. For example, if Illumina is full of warriors who place high importance on military discipline and honor, then it's bound to have leaders who are highly passionate and charismatic, as well as combat fanatics and rebels who are highly resistant towards discipline.

Another example would be Rediesel Wrench which consists of a bunch of bandits who are lawless, simple and unrefined, yet more humane. While thinking of this, the image of Sinsa came to me immediately. At the same time, sensitive and considerate characters were also included to make Rediesel Wrench an interesting Faction.
The early conceptual design of the Eclipsites was handed to a designer I really liked.

The part I really like is that it's beyond both humans and creatures, yet uniquely beautiful, which was what I wanted to convey to everyone through the Eclipse and Eclipsites. While designing them later on, we wanted to add something fresh and exciting to the Eclipsites, so we did our best to leave a strong impression with high-level Eclipsites.

Image via TourDog Studio

Alchemy Stars’ roster currently boasts over 100 playable characters. Will you be looking to add more in the near future?

Tourdog: Well, as long everyone still loves Alchemy Stars (laughs).

577 (Lead Designer): Of course, there is much more to the game world than what meets the eye now (oops, I'm not supposed to say that).

We will reveal more interesting and charming characters in the world of Alchemy Stars. Whether they are Aurorians fighting alongside players or villains so cool that people want to switch sides.

How is it you make such an impressive collection of characters vastly different from one another? What is the process for designing a new character?

Tourdog: The answer is similar to the process of how we design Aurorians, Caelestites, and Eclipsites.

I think our characters and designs are not something one can easily find in other games. Not only does it embody the characteristics of Alchemy Stars, but it's also not beyond the realm of everyone's preferences. Our goal is to combine great designs and amazing stories for each character so that everyone can fully immerse themselves in the characters.

There are currently eight Factions in Alchemy Stars: Illimina Federation, Lumopolis, Northland, Umbraton, Rediesel Wrench, True Order, Independent, and Eclipse. Will Astra open its doors to any new Factions in the future?

Tourdog: It's possible. There are powerful Factions at work beyond what's known to everyone in Alchemy Stars, and you can look forward to seeing them.

577: Keep your fingers crossed on that! Astra is a huge place, and the world it's in is at an even grander level. As for the way it will be presented to you, that's a secret. (Yes, we're still working on it. Just between you and me!)

Image via TourDog Studio

Alchemy Stars is currently available on Android and iOS devices. If given the opportunity, which other platforms would you like to see the game on?

Tourdog: Although it might not be the best fit, I'd like to have us on Steam (laughs).

577: Playing on mobile devices is the most convenient way to play now, but we also found that many players prefer to use emulators. Each gamer has different habits and gaming scenarios, and we are trying to figure that out!

Where would you like to see Alchemy Stars in 2023? Are there any updates scribbled in the diary for us to look forward to?

Tourdog: We want to keep releasing high-quality updates and make efforts both inside and outside the game to make Alchemy Stars a more well-known and enjoyable IP through both online and IRL channels. We have a new event theme and gameplay that I personally really like coming up soon, and some merch and events that can hopefully bring everyone more joy are also being planned.

577: We want to explore more “out-of-game” features while continuing to make the game better, so that Alchemy Stars can become an excellent IP.

There are a whole bunch of lively and interesting characters in the world of Alchemy Stars, as well as endless settings and stories. It would be great to present them in a new format.

Image via TourDog Studio

Alchemy Stars 1st Anniversary Update

Alchemy Stars will see in its second year with a thread of fresh updates. These will be available immediately to anyone who has the game. You can pick up your copy on Android and iOS via the Play/App Store.

  • New Area — Cloud Gardens: A new region has been unlocked, allowing players to take a well-deserved rest from the hustle and bustle of the Astra lifestyle. Thanks to Cloud Gardens, anyone can step away from the action and take comfort in a tranquil farm setting, a place that allows you to customize your surroundings and boost your friendship levels through a number of activities.
  • New Character — Grand Marshal Reinhardt: A brand new heroine joins the fold to help drive back the infamous Forsakin and Eclipsites forces. Grand Marshal Reinhardt, a rebellious heroine with a tenacious attitude, wielding a Pentastar lance and an arsenal of lightning-based attacks, will make her entrance as part of the first anniversary.
  • New Episode — A Hero's Return: A new set of episodes will come bundled in with the anniversary update. This tale will take the beloved heroes to the region known as Eraveil, a place that houses the Colossus. And yes, there will be Eclipsites.
  • Free Gifts: Yes, there will be freebies! All users that play Alchemy Stars during the anniversary week will receive a number of free gifts. These will include Luambers, a six-star Aurorian, and much more. So, what are you waiting for? You can grab your freebies from June 13.

“We're immensely proud of the content we've produced during the first year of Alchemy Stars,” Tourdog commented on the anniversary update. “Now, as we come to the first anniversary, we're thrilled to reward the players who made this milestone possible with new ways to enjoy the game!”

Alchemy Stars is currently available as a free-to-play game on Android and iOS. You can follow TourDog Studio for more updates over on Twitter.

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eBlitz Plays Matchmaker for Gamers with Swipe & Chat App https://www.gaming.net/eblitz-plays-matchmaker-for-gamers-with-swipe-chat-app/ Wed, 02 Mar 2022 09:44:16 +0000 http://www.gaming.net/?p=177722

Heads up, disconnected gamers. There's a new fish in town, and it's fighting tooth and nail to develop ways for players to connect and form long-term alliances through its simple yet effective Swipe & Match app, known only as eBlitz. Recently toppling 100,000 downloads on Android and iOS, the platform has managed to build a […]

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Heads up, disconnected gamers. There's a new fish in town, and it's fighting tooth and nail to develop ways for players to connect and form long-term alliances through its simple yet effective Swipe & Match app, known only as eBlitz.

Recently toppling 100,000 downloads on Android and iOS, the platform has managed to build a social hub for gamers, where teams and like-minded individuals can bind together through common interests and their shared love of gaming. And to be fair, that's sort of everything we need and more right now—especially after everything that transpired last year.

Given the fact that the global pandemic has severed more connections than we'd like to admit, something as simple as rebuilding those bridges seems like the saving grace we all want and crave. Fortunately, that's where eBlitz comes in. Simple yet effective, the social app works to build that very nexus of bridges. By laying out the tools to do so, worlds can be entwined and gamers can connect like never before.

eBlitz on Android & iOS

What is eBlitz? How does it work?

The idea behind eBlitz is simple: connect with non-toxic gamers. Thanks to its stylish yet beginner-friendly interface, building a nexus of gamer friends couldn't be easier. The only real challenge, of course, is having to select the five games you'll want to showcase on your profile for others to gawp at. Besides that, it's basically swiping through the world's largest video game roster until your heart's content. Or, until your team has been assembled. Whichever comes first.

Having being around since 2020, eBlitz is still very much considered to be in its infancy, with oceans of potential left to unravel as the months trudge on. As of this moment, though, a player base of 100,000 is an exceptional milestone to behold, and it truly is a crying shame that more like-minded gamers aren't following suit.

Swipe & Chat. Simple.

We spoke to eBlitz Founder & CEO Arron Wu about the future of the app

“Our goal for 2022 is to make eBlitz ‘the place to play.' We want people to remember eBlitz every time they get bored, because eBlitz always has something interesting going on. This could be a new gaming buddy ready to go, or community events, or fun challenges, or simply exploring new games and communities,” Wu said.

“Several of them are already being tested and our test users are loving them. We are working hard to bring them into public releases as soon as possible.”

Clearly, eBlitz has all the right cards in play. It's waiting to see which one is revealed next that's keeping us on tenterhooks. Whatever the case, we're thrilled to have it grace our devices. Here's hoping 2022 takes the app to even greater heights and beyond.

eBlitz is available on Android and iOS. You can follow the latest updates for the platform over on the official social handle here.

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Tatyana Zvanskaya, SMP at Belka Games – Interview Series https://www.gaming.net/tatyana-zvanskaya-smp-at-belka-games-interview-series/ Fri, 21 Jan 2022 17:03:04 +0000 http://www.gaming.net/?p=174592

Tatyana Zvanskaya joined the Belka Games team in 2021 in the position of Senior Marketing Producer. Prior to this, she filmed video art and clips, created computer graphics for TV projects, and also advanced the development of marketing creatives at Zeptolab, My.Games and the Borscht agency. Belka Games is a game developer and publisher operating […]

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Tatyana Zvanskaya joined the Belka Games team in 2021 in the position of Senior Marketing Producer. Prior to this, she filmed video art and clips, created computer graphics for TV projects, and also advanced the development of marketing creatives at Zeptolab, My.Games and the Borscht agency.

Belka Games is a game developer and publisher operating since 2010 and is the maker of hit mobile games: Clockmaker, Funky Bay, Bermuda Adventures and Solitaire Cruise released on multiple platforms, with more projects in the works

What initially attracted you to work in gaming?

What most attracted me to the gaming industry was the high speed required of all the processes. In marketing, everything changes very fast, and you have to be flexible, creative, and curious all at the same time. Working in gaming means we are constantly looking for new trends and ideas, and moving at a rapid pace to keep up – a process I’ve always enjoyed.

Another reason I wanted to work in gaming was knowing the feedback we receive from our audience and players. Before joining the gaming sector, I had previously worked in the media industry – specifically television – overseeing art projects and film production. Of course, in visual arts we care about leaving an impression, but in game development all your processes are based on it. We are constantly looking for the best solution to attract a new audience while making it better entertainment for them. It ends up becoming a permanent dialogue between us – and it’s inspiring!

Could you discuss the Solitaire Cruise game and what differentiates it from regular solitaire games?

The main differences in Solitaire Cruise from other solitaire games is the former’s narrative and atmosphere. Solitaire Cruise offers a variety of solitaire puzzles where players aim to collect as many stars as they can while sailing across the globe. Players can unlock and visit iconic beaches and cities through engaging gameplay, and a prize wheel offers them an opportunity to spin and win exclusive rewards and fill treasure chests. Cruisers can multiply their winnings by collecting gems in tournaments, and by competing against fellow travelers.

All of this is accomplished with Belka Games’ impressive art production. Solitaire Cruise is challenging, engaging, and truly beautiful; you feel the vacation vibe through the screen. It’s the best!

What was the original inspiration for bringing a huge celebrity like Dolly Parton into the game?

We are always looking for new solutions to make our games even better, and to provide new and exciting experiences for our players. This special event with Dolly Parton gives our players an opportunity to connect a little bit closer with the icon and country music queen. We are thrilled to have had the opportunity to work in partnership with IMG – a global leader in sports, fashion, events and media – and we hope that all players of Solitaire Cruise will enjoy Dolly's digital presence in the game. You can cruise with digital Dolly now, until April 2022.

Could you discuss some of the challenges of bringing Dolly Parton into a game?

Bringing any celebrity into a game is always an exciting adventure, and presents fun challenges that push our teams to think creatively. The toughest part with bringing Dolly Parton in Solitaire Cruise was trying to truly represent her stardom! Dolly is a legend and our team was honored to design a “digital Dolly” into the game. We did our best to really convey her incredible style and demeanor, especially given Dolly is known not only for her musical talent, but also her style, humanity, and personality. We couldn’t have done it without Dolly’s team and their amazing partnership.

What is the exact role that Dolly Parton plays in the game?

In this special event, Dolly’s character is a guest on the cruise ship and helps players explore the game. It starts from the loading screen – a digital Dolly comes up on the cruise liner and she follows players in special events throughout the game.

Our goal was to make Dolly’s digital character as real as possible and infuse a lot of her authentic personality. Dolly’s team at IMG really helped us with all these details. Some of her words, her overall mood, and her interactions with players are very close to Dolly herself.

What was it like for the Belka Games team to collaborate with a global superstar?

It was a very new experience for us and our first time incorporating a global superstar into one of our games. While Belka Games is known for its high-quality art and visually stunning games such as Clockmaker, Bermuda Adventures and Funky Bay, this was a new, exciting challenge for us. Ultimately, we wanted to give our players something unique and unexpected. We hope players are enjoying the added entertainment!

What are some upcoming new games that Belka Games is working on?

You will know soon! Our R&D department is in constant motion and always working on new projects. I can assure you that the next project will be in true Belka style – players can expect more breathtaking art and thrilling adventures.

Is there anything else that you would like to share about Belka Games?

Belka Games is a great team with high expertise and an amazing culture – and, being an AppLovin partner studio, we’ve been able to fuel our growth exponentially. Incorporating a digital Dolly Parton in Solitaire Cruise is just another example and proof that as a team we can aspire to do wonderful projects together. If you’re nuts about games and would like to work with us, check out: https://belka-games.com/careers/ for more information.

Thank you for the great interview, readers should visit Belka Games or check out the Solitaire Cruise app.

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Abbe “DieHardBirdie” Borg, Golden Snipers Team Captain – Interview Series https://www.gaming.net/abbe-diehardbirdie-borg-golden-snipers-team-captain-interview-series/ Tue, 16 Nov 2021 17:18:04 +0000 http://www.gaming.net/?p=172040

Abbe Borg, aka “DieHardBirdie”, is the 2019 Counter-Strike: Global Offensive World Champion and esports oldest world champion at age 78. He is currently leading his own team of military veteran gray gamers. The team is dubbed the GOLDEN SNIPERS and is set to break stereotypes as they are all above 60 years old. Abbe has […]

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Abbe Borg, aka “DieHardBirdie”, is the 2019 Counter-Strike: Global Offensive World Champion and esports oldest world champion at age 78. He is currently leading his own team of military veteran gray gamers. The team is dubbed the GOLDEN SNIPERS and is set to break stereotypes as they are all above 60 years old. Abbe has also launched the new series airing on Bloomberg TV, the 12 monthly “DSCVR ESPORTS” tv show.

Could you share the story of how you initially discovered video games?

I love to tinker with my hands. As an artist, I make sculptures out of paper, old books, napkins, rocks, metal sheets, or just about anything. So, when I discovered gaming through my granddaughter, I took a liking to it instantly because it dealt pretty much with the dexterity of the fingers. Also because the game requires full concentration— something that old folks like me need to work on. Plus it was so much fun and I get to bond with my granddaughter and other young people. Right now, I spend at least four hours a day gaming.

When did you initially begin playing CS:GO and what attracted you to the game?

I learned how to play Counter-Strike: Global Offensive (CS:GO) around 4-5 years ago. I set up my own Twitch channel where I stream every time I play CS:GO. It’s true that I started playing later than most pro-gamers since most gamers are around the age of 15 to 25 years old. But as they say, age doesn’t matter. During the past year, I have been playing CS:GO for about two hours a day. It’s like my training session to help improve my skills and keep me alert. I still need to train more but I’m having a lot of fun on this journey.

What I love best about playing video games is engaging with teenagers and younger gamers. People my age have lost touch with the younger generation. Getting into video gaming has bridged that huge gap between our worlds. I’d say my biggest joy is being able to interact and connect with the younger generation and learn new things and new games. That’s why I started playing, mainly to overcome the age and experience gap. Of course, you must have guessed that this game is a lot of fun, even for old chaps like me.

You then became involved with the Silver Snipers, how did this esports team start and what got you involved?

Lenovo wanted to form a team and they recruited me along with other senior gamers. That’s how the Silver Snipers team began. Curiosity got the better of me and here I am, I’m officially hooked! I’m still learning and doing my best to get better and better.

The Silver Snipers eventually won a CS:GO Senior League tournament, how was this experience?

It was awesome! The crowds were applauding and cheering us on. They were very happy that we won the tournament. Of course, the journey to the championship was not a bed of roses. Heaven knows the number of times we lost in some matches. And I got killed many times but I kept trying. We worked hard for this and it definitely paid off! The championship experience is something I will always think the world of.

You can often be found streaming on Twitch, what made you decide to stream and how many hours a day do you play?

Yes, I am streaming on Twitch. My Twitch channel is https://www.twitch.tv/diehardbirdie. I decided to stream my games after I retired from Silver Snipers. I wanted to keep on playing games on my own and spend time with my family. The COVID-19 pandemic happened and the lockdowns gave me more time to play games and stream them. I also think of playing and streaming games as my daily exercise. When I started streaming last year, I was playing for almost four hours a day, 5 days a week. I spend over 2 hours playing games and the remaining hours editing my stream and choosing highlights out of my stream. It’s like my daily practice and exercise so that I’ll stay active while staying at home. I still try to stream everyday but there are also days when I skip playing games and spend time with family.

You recently founded your own team called the Golden Snipers that is composed of military veterans. Could you tell us more about this team and its different members and why you decided to start a new team?

I am forming a new team called the “Golden Snipers” and I will lead the team. The team is composed of senior gamers like me but some of the members are also military veterans. This new team reflects my advocacy of promoting playing games to senior gamers to bridge the gap between the older and younger generations. We wanted to create more opportunities for senior players and to create an open and inclusive space in the gaming community with no discrimination against gender and age.

Do you believe you can ever be too old to begin gaming?

I believe that no one is too old or too young to play video games. Take it from me, I learned how to play CS:GO in my late 70s and I became a world champion. What’s important is that you have the guts to play and to just do your best. Keep on practicing and be patient. No one is already great when they first start playing games. Take your time and practice. Age is only a number so you can always try and do something new or learn how to play new games. Your hard work will pay off when you put in time and effort in improving your gaming skills. Don’t forget to enjoy what you do and have fun.

What are some benefits that can be had from playing games even at a more mature age?

Gaming is part of my daily routine. It keeps me mentally active. Just like any other gamer, I need to improve my skills by training every single day! I may be older than most gamers today but I wanted to prove that age should not stop anyone from improving their skills and becoming better. I got plenty of time in my hands during the quarantine and I used it to spend time with my family while playing games.

Among other things, playing games has also improved my vision, my strategic thinking, and my reflexes. My vision is getting better as I focused on hitting the targets. I can strategize with every new round and my reflexes are quicker as I learned to dodge the enemies.

Is there anything else that you would like to share about the Golden Snipers?

The veterans forming the team possess the foundation of essential survival skills and the instinct of not getting hit, all of which are very helpful in playing and winning in Counter-strike: Global Offensive (CS:GO) and other similar games requiring military skill and strategy. Their real-life experiences are essential to the team’s victory not only in the game but also in breaking the barriers of the stereotypical esports gamers. The team aims to encourage the elderly and senior citizens to try gaming and gain multiple physical, mental, and social benefits. As team captain, I see the team as determined, focused, and disciplined — the kind of team that values teamwork while living a balanced lifestyle while having fun playing games.

Thank you for the great interview, readers who wish to learn more should visit Abbe's Twitch page or visit the GOLDEN SNIPERS.

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Rich Horgan, Founder of Cure Rare Disease – Interview Series https://www.gaming.net/rich-horgan-founder-of-cure-rare-disease-interview-series/ Tue, 13 Jul 2021 16:18:39 +0000 http://www.gaming.net/?p=168458

Rich Horgan, founded Cure Rare Disease to find a cure for his brother’s Duchenne muscular dystrophy and for other patients fighting rare, fatal diseases. Cure Rare Disease, a nonprofit biotechnology research organization on a mission to develop precision medicine for rare diseases, has achieved a major fundraising milestone, with over $400,000 in donations received through […]

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Rich Horgan, founded Cure Rare Disease to find a cure for his brother’s Duchenne muscular dystrophy and for other patients fighting rare, fatal diseases.

Cure Rare Disease, a nonprofit biotechnology research organization on a mission to develop precision medicine for rare diseases, has achieved a major fundraising milestone, with over $400,000 in donations received through a collaboration with a generous community of Twitch creators.

Cure Rare Disease is directing the funds raised by the online gaming community to its research program, which is developing customized therapeutics for those who have been diagnosed with rare, genetic diseases with no treatment or cures, starting with Duchenne muscular dystrophy (DMD).

You have a very personal reason for having founded Cure Rare Disease, could you share with us this story?

The story behind Cure Rare Disease is very personal. My younger brother, Terry, has Duchenne muscular dystrophy (DMD).  It’s a genetic disease that causes muscles to degenerate over time, including cardiac and pulmonary muscles essential for life. Due to DMD, Terry has limited mobility but continues to be in good spirits as he fights against this invisible enemy. DMD is one of over 7,000 rare diseases impacting over 30 million Americans, and is ultimately a fatal disease that has no effective treatment for the population, let alone a cure. In fact, only 5% of rare diseases have any treatment.

I founded what is today Cure Rare Disease to develop a medicine for Terry and others with rare diseases like DMD because, as a family, we were not satisfied hearing from most doctors that all we could do was go home and love him with what time we were given.  And so, we are changing the paradigm of how rare and ultra-rare diseases are treated. We are showing that developing individualized medicines for rare diseases like DMD is not only possible but also an effective way to combat diseases which are too rare to attract traditional drug development interest. For that reason, and others, Cure Rare Disease is structured as a nonprofit biotechnology company that measures itself based on patients helped rather than profits generated.

You grew up playing video games with your brother Terry, what games did you both play?

Very much so! Growing up Terry and I were – and still are – huge fans of the Star Wars titles including the MMO Star Wars Galaxies along with the classic FPS titles like Battlefield. My brother has since moved into titles like Escape from Tarkov, though we still both enjoy classic games. Video games are an amazing equalizer and outlet for both people impacted by rare diseases as well as for people who just love to game.

What inspired the idea of using the power of the gaming community to raise funds?

A rare disease diagnosis often comes with physical challenges, so given our long history of gaming, it became clear that gaming could provide an equal playing field for people of all abilities.  Since the gaming community has long been so welcoming of people with rare diseases like Terry, who can’t play a game of basketball like others may be able to, it felt like a natural fit for raising awareness and support for our mission. In fact, there are many creators who are impacted by rare diseases. We hope to help make the community an even more welcoming place for people impacted by rare diseases to share their stories and feel welcomed.

Thanks to platforms like Twitch and the emergence of streaming competitions and creators, we felt that fundraising within this welcoming community was an opportunity we could not miss.

Could you share the concept of how gaming ambassadors can assist with the process of raising funds?

To inspire the gaming community to raise money for the cause, Cure Rare Disease created an ambassador program and sought out up-and-coming talent who are Twitch partners and affiliates. The ambassadors, who entertain their community with a variety of content, share a passion for Cure Rare Disease’s mission with their communities via live streams, social media posts, and Discord chats to inspire donations.

Our ambassadors also get exclusive access to Cure Rare Disease merchandise, in-game codes, chances to win gaming systems, and other fun perks. Moreover, they are part of a community that is effecting real change for patients impacted by rare diseases for which there are no cures. We think it’s very powerful for creators, from all backgrounds, to have a hand in literally changing the future for not just one patient, but their family, their community and for the rare disease community more broadly.

Some gamers have been ultra-successful having raised significant sums of money, could you share some of these success stories?

We’re fortunate to have a great network of ambassadors who have all pitched in to raise money to develop individualized medicines that will allow other gamers to keep on playing. Our aim is not simply to apply a band-aid solution, but rather to treat the disease at its root cause – a permanent fix to fatal diseases – through the use of CRISPR and other innovative technologies. Our ambassadors play a wide range of games and have their own charity streams or participate in organized events, like our upcoming Game for Cures streaming marathon from July 16 – 25th 2021.

In terms of success stories, we’ve had creators fundraise at varying levels – from Charitymon Project raising several thousand dollars, to Catsen who raised $7,020, and to Moist Critical who topped $150,000. Every dollar raised brings more awareness and more support to families battling for their loved one’s life.

Cure Rare Disease will soon be hosting its own charity streaming events, could you share some details on upcoming events?

Our upcoming charity streaming marathon, Game for Cures, is set for the weekends of July 16-18 and July 23-25.  The six-day, two-weekend marathon will benefit Cure Rare Disease and our mission to develop therapies for kids fighting fatal diseases.  We have a number of great streamers on board. People interested in learning more should visit www.cures.gg and interested streamers can sign up at this link. We are offering fun incentives for streamers who raise differing amounts. It’s really important to us that everyone who participates is recognized and thanked for their efforts!

Most of us would have felt a sense of hopelessness at the situation, yet you took the opposite approach and met with researchers, clinicians, and regulatory experts to fully and deeply understand all the work that was being done around Terry’s disease. What made you believe that you could make a difference?

I don’t come from a particularly wealthy or influential background – I put myself through business school. But nonetheless, a family who is impacted by rare disease only has two options: fight or stand idly by.  Standing by wasn’t an option for us.  So, I did what I could do in the place where I was.  Fortunately for me, the place where I happened to be at the time was Harvard Business School.  I began to think bigger, and as I made connections with these world-renowned researchers and clinicians, I realized that we have a golden opportunity to create an organization – a movement – to find a cure. We needed to rethink how medicines are developed for small populations (rare and ultra-rare diseases) since the traditional drug development paradigm relies on large populations to spread high development costs around (high cholesterol and Lipitor, for example). However, by definition, rare diseases impact fewer patients but are no less important than chronic conditions like diabetes. In realizing that it was possible to usher a life-saving drug from creation, development and through approval – even for one person – I knew there could be an answer here for not only my brother but also thousands of others impacted by rare diseases. Thus, Cure Rare Disease was born.

A drug using CRISPR technology is being developed, could you share some details on this?

CRISPR technology is a gene editing tool that allows us to make changes in a patient’s DNA including the upregulation of missing proteins. In the case of Terry and those with DMD, we will get the body to produce more of a missing protein (the dystrophin protein for DMD, specifically) similar to one that Terry lacks, which causes the loss/weakening of muscle tissue.

We’ve seen great success on correcting patient cells in a dish as well as in animal models and are expecting that Terry will be one of the first DMD patients who will be dosed with a medicine using CRISPR technology. We are both excited as well as extremely cautious.

Beyond Terry, we have 15 drugs under development – most of which will use CRISPR to help the patients impacted. We’re excited by the idea of proving this framework out and scaling up from here. We’re able to move quicker because of the streaming community and the incredible work they do!

Is there anything else that you would like to share with our community?

Cure Rare Disease, and our dozens of families waiting for an individualized therapy, are so grateful to the streaming community for their help and support.  Without their generosity, we would not be where we are today.

For readers interested in learning more about our streaming program, they can visit us online. Similarly, we accept donations of all sizes online as well at https://www.cureraredisease.org/donate. Lastly, we invite creators to reach out and participate – it takes a community to win the battle against disease and we welcome all to join the fight. This is truly a cause where one person can make a world of difference.

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Aakash Ranavat, SVP of Operations at PlayVS – Interview Series https://www.gaming.net/aakash-ranavat-svp-of-operations-at-playvs-interview-series/ Fri, 02 Jul 2021 17:12:54 +0000 http://www.gaming.net/?p=168110

Aakash Ranavat, SVP of Operations at PlayVS, the only place where high school esports is a recognized sport with varsity letters, eligibility requirements, leagues, and state championships. What games impacted you the most growing up and why? I played a number of games as a kid from Madden to Super Mario Bros and World Class […]

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Aakash Ranavat, SVP of Operations at PlayVS, the only place where high school esports is a recognized sport with varsity letters, eligibility requirements, leagues, and state championships.

What games impacted you the most growing up and why?

I played a number of games as a kid from Madden to Super Mario Bros and World Class Track Meet on the Nintendo Power Pad to NBA Jam. All the games I enjoyed playing as a kid were team oriented and competitive social activities. It was a reason to get together with friends and play.

You’ve had a successful career having worked at both Activision and Electronic Arts, what were some of the most memorable projects that you worked on?

Launching the Destiny franchise. Destiny is the second fastest-selling new video game property in history and recognized $500 million in sales in its first day. It became the #2 best-selling video game in CY 2014 and a top 10 launch of all-time. So much blood, sweat and tears went into the development and commercialization of that game and knowing players loved it was immensely rewarding.

What is PlayVS precisely?

PlayVS is the leading amateur esports platform in the United States and Canada for High School, Youth and Collegiate competitions and leagues. It is the single community where players come together to compete, fans gather to spectate and coaches can manage their programs. PlayVS has partnerships with top game publishers to enable the platform to power high school esports league play across the nation for League of Legends, Rocket League and more. PlayVS College operates official, national leagues for titles such as Fortnite, FIFA, Madden and more.

What’s the process for starting an esports program?

The process is simple. It is identical to starting any sports team or club at the high school level. You have a champion at the schools, often a teacher, who acts as the advisor or coach of the program and gets administrators brought in while alerting students of the newest afterschool offering. Students usually can’t get enough when they find out they can combine a passion of theirs with the opportunity to compete as a varsity sport and for a state championship.

What are the different games that are currently offered and which ones are the most popular?

In high school, we currently offer League of Legends, Rocket League, Super Smash Bros: Ultimate, Splatoon 2, FIFA and Madden.

PlayVS is the only place where esports is a recognized varsity sport, what does it mean for students?

It means a lot. To students, the increased exposure that comes along with winning a state title is significant. For everyone involved in that student's life, they get to experience the joys of watching their student lift that trophy, seeing colleges reach out and recruit them into their varsity esports programs, and so much more. At the school level, this legitimacy leads schools to really invest in their esport programs. Schools will even invest to build gaming labs with the intention of creating a competitive esports team and bringing home more championships.

How receptive are most high schools to the concept of esports partnerships and championships when first introduced to the concept?

They’re very receptive. Most schools see this as a similar offering to traditional sports and a great way to engage new students who may not be competing in other after school activities.

Do you still find time to play games yourself, and if yes what games are currently keeping you busy?

I do! I play mostly mobile games now given I have less time, but I also enjoy the quick bursts of play. I have really been enjoying Wild Rift.

Is there anything else that you would like to share about PlayVS?

If you or someone you know would like to play in our leagues head over to the PlayVS website and register for an account! Anyone looking to follow along for the ride can always hear more about the high school esports landscape and PlayVS by following along on our Twitter.

Thank you for the great interview, readers who wish to learn more should visit PlayVS.

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Paul Froggatt, Co-Founder & Technical Director at Outlier Games – Interview Series https://www.gaming.net/paul-froggatt-co-founder-technical-director-at-outlier-games-interview-series/ Thu, 01 Jul 2021 17:59:52 +0000 http://www.gaming.net/?p=168085

Paul Froggatt is the Co-Founder and Technical Director for the video game studio Outlier Games.  Based in Dublin, Ireland, and Toronto, Canada, Outlier is an independent video game development studio focused on innovative multiplayer games and they are the creators of This Means Warp. What games did you grow up playing and which ones have […]

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Paul Froggatt is the Co-Founder and Technical Director for the video game studio Outlier Games.  Based in Dublin, Ireland, and Toronto, Canada, Outlier is an independent video game development studio focused on innovative multiplayer games and they are the creators of This Means Warp.

What games did you grow up playing and which ones have stood the test of time for you?

I've always been into strategy and simulation games, so have fond memories of titles like Roller Coaster Tycoon, Sim City, Theme Hospital, and Age of Empires. I think the core gameplay of those games has never grown old, especially considering we're continually getting remakes or spiritual successors 25 years later!

Prior to Outlier, you had a 10-year career at Google and also created and sold an award-winning restaurant business. What made you decide to pivot towards launching a gaming studio?

Games have always been my passion, and I really wanted to learn more about how they were made. I started teaching myself gameplay design and programming in my spare time about 4 years ago, and loved it! I found myself in a situation where I could follow my passion while keeping the lights on, so jumped at the chance!

The first game you launched was Zombles' on the Apple App Store and Google Play Store in 2018. What was this game and what did you learn from the experience?

Zombles was inspired by games like Lemmings, and was a simple puzzle game for mobile. It was really an attempt to solidify my understanding of the online tutorials I'd been working through in the months prior, and getting experience in developing and releasing a game. I would definitely recommend any aspiring dev to do the same – your first game should be something achievable but stretches your abilities, and you will learn a huge amount. After that I felt ready to move on to commercial projects, and started formulating ideas that would later become This Means Warp.

Outlier Games is launching “This Means Warp”, an online co-op spaceship management game. What was the inspiration behind this game?

This Means Warp is really a combination of two genres – strategic roguelites, and co-op action games. We felt that most co-op titles were very focused on ‘party' experiences, with short play sessions and simple mechanics for accessibility. There weren't too many titles that offered the frantic action and camaraderie of multiplayer, but were targeted more at core gamers who wanted a strategic challenge and longer-form gameplay they could experience with friends.

Could you share with us some of the gameplay mechanics?

The game balances high-intensity combat (players rushing around fixing systems, putting out fires, shooting the cannons, etc) with strategic long-term choices (how to invest in your ship, what to upgrade, and how to build an effective playstyle). It's an interesting combination, particularly as the game can be played singleplayer, local co-op, or online co-op!

What type of players will most be attracted to this game?

There are really two types of players we're trying to design the game for. The first are core gamers who want a challenging real-time roguelite they can enjoy alone or with friends. If you like Binding of Isaac, FTL, Risk of Rain 2, Heroes of Hammerwatch, Gunfire Reborn, etc then hopefully you'll really enjoy This Means Warp. The second are gamers that enjoy fast-paced games with a friend or partner – games like Overcooked 2, Lovers In A Dangerous Spacetime, Unrailed, etc. Hopefully we have a bit of each for people to experience!

Do you still find time to play other games, if yes which are your favorite?

I tend to either play strategy games (Voxel Tycoon has been a recent addiction) or the big 3rd-person console titles like Spider-Man, God of War, The Witcher, Assassins Creed, etc. The Witcher 2 was a particular stand-out for me.

What’s your vision for the future of Outlier Games?

We'd love to continue building online multiplayer games for core gamers! This Means Warp has already established a growing community, so we'll be getting their input and stealing their ideas for game number 2! Outlier was built on the idea of making games that expand upon previous titles to foster a community that enjoys many of our games. This Means Warp is just the start!

Thank you for the great interview, readers who wish to learn more should visit Outlier Games or This Means Warp.

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Gordon Li, Co-Founder & CTO of Shotcall – Interview Series https://www.gaming.net/gordon-li-cofounder-cto-of-shotcall-interview-series/ Wed, 30 Jun 2021 18:46:49 +0000 http://www.gaming.net/?p=167910

Gordon Li is the Co-Founder & CTO of Shotcall a marketplace and platform for fans to play games with their favorite people. You call yourself a lifelong gamer, what games most impacted you growing up? Maplestory had a huge impact on my life. I made so many friends online and it was the first community […]

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Gordon Li is the Co-Founder & CTO of Shotcall a marketplace and platform for fans to play games with their favorite people.

You call yourself a lifelong gamer, what games most impacted you growing up?

Maplestory had a huge impact on my life. I made so many friends online and it was the first community I fell in love with. When I was 12 I wanted a new computer so I asked my dad for one. Being an engineer himself, he saw this as a learning opportunity for me and challenged me to build my own. I was overwhelmed, but my guildmates on Maplestory came together to help a random 12 year old kid they met online build his first PC. It was then that I fell in love with not only technology, but also the gaming community.

Throughout my childhood, I have fond memories of waking up early and playing the Pokemon series while at the same time watching the show. The Pokemon game series entranced me as I felt like I was living a new life and I was enthralled by the fantasy world.

Another game that had a major impact on me is League of Legends. I still play to this day and it really opened my eyes to Esports and the competitive aspect of gaming.

Prior to launching Shotcall you had a successful career as a Software developer and machine learning engineer. When did you first realize you wanted to become an entrepreneur?

I think I always loved the idea of working on my own passion and a lot of that actually spawned from video games. Growing up, I was obsessed with a plethora of RPGs such as Maplestory, Pokemon, Dragon Nest, Kingdom Hearts and the Final Fantasy series. The basis behind all those games was that you could decide your own path and your own adventure. I applied that to my life and realized that my true passion was working on something myself.

Could you share the genesis story behind Shotcall?

As you’ve probably seen by now, I played countless video games growing up. However, the one thing that remained constant throughout all the games I played was the content. Whether I was watching OpTic gaming or FaZe Clan Call of Duty montages, learning from League of Legends coaches on YouTube or watching my favorite Fortnite streamers, I was always consuming content.

Being a massive fan myself, I realized that there was a huge market from the fan side. I watch my favorite content creators because I enjoy their personalities, but also because we have a shared love for a common game. As Twitch started growing, I constantly saw in chats that the viewers wanted more engagement. Who wouldn’t want a chance to play Fortnite with Ninja?

Streamers began running subscriber or viewer games and we took this opportunity to really help a community that we (Thomas, Riley and myself) all grew up in.

Could you share the concept behind the Shotcall community management platform and how it gets viewers off the sidelines and in the game?

Our mission at Shotcall is to bring viewers into the game with creators. We believe that this is the next step in revolutionizing engagement. With Shotcall, creators can schedule events that their viewers can register for. After that, we exchange information between the creators and participants so everyone is able to get into a game of choice and play together.

Can you provide some details on how creators can monetize interactions?

On Shotcall, creators have the option to set an entrance fee on their events. We understand that there is high demand for creators’ time, so we wanted to give them the opportunity to capitalize on that. Creators can also lock their sessions or offer additional perks to subscribers to incentivize viewers to support more monetarily.

We are currently testing our own subscription service as well which will truly allow creators to monetize viewer engagement on Shotcall.

What are some traits or habits that differentiate the most successful creators on the platform?

Successful creators on Shotcall are those who are already very engaged with their viewers. We love seeing our creators talk to their viewers through chat, hold weekly events and more. Shotcall serves as a platform to bring those events to a new level.

What are some of the tools that are offered on the Shotcall platform?

Shotcall has a wide array of features that are all catered towards one thing – community engagement. We allow creators to set up on demand sessions, start queues where viewers can line up to play or host tournaments in several different formats.

Creators can also set up their own booking options for viewers to go and book one on one sessions with them for a more intimate experience.

Is there anything else that you would like to share about Shotcall?

One thing that Shotcall truly embraces is the concept that “everyone is a gamer.” What motivates us is seeing the shared love for gaming from the whole world. Mainstream celebrities, professional athletes, popular musicians and more all play video games now. We love the cultural shift that has taken place and we hope to really show the world the power of content creation and gaming.

Thank you for the great interview, readers who wish to learn more should visit Shotcall.

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