SharkyUK
ClioSport Club Member
Hot on the heels of @sn00p 's Sonic thread (well, several months after) I thought I'd post up a little bit of info about a Frogger remake I've been working on. Although I can't call it Frogger because Konami gets all touchy about protecting their IP so one must tread carefully. Here's the link to @sn00p 's Sonic thread for those interested...
Why Frogger? Mainly because that is where my professional game development career started, way back in 1998 (or thereabouts). Fresh out of university, looking for my dream job (a job I had wanted to do since I was about 6 years old), and hoping to land my first role and published game. It was tough though. I got a lot of knockbacks when applying to places such as Rare, Sony, Warthog and many other development studios. My lack of experience somewhat counted against me despite my university background and the fact I was able to demonstrate my technical abilities. However, I didn't give up and I eventually landed an interview with video gaming royalty - a small(ish) studio based in Leamington Spa, called Interactive Studios (that would go on to change names to Blitz Games). More importantly, the studio was owned and run by two of my gaming idols - Andrew and Philip, also known as The Oliver Twins (from here on referred to as TOT). Older gamers amongst us may recognise their names or some of their games, especially those that they had published through Codemasters. Dizzy games? BMX Simulator? Fruit Machine Simulator? And quite a few others to say the least...
So yes, it was the summer of 1998 and Andrew and Philip invited me to their studio for a two-day interview. I arrived promptly at 9 am in the morning and I was warmly greeted (and somewhat intimidated meeting two of my idols!) After a quick tour of the studio and a few introductions, I was assigned a simple task. I had two days to write a game of their choosing; they chose Missile Command. Thankfully it was a game I knew well so I sat down at the PC that I had been assigned and began to make a rough plan of action.
However, it didn't quite go to plan.
It was probably around 10:30 am on that first morning and there was somewhat of a buzz around the studio, and an all-hands meeting had been called in the main meeting room. Developers and artists began to leave their workstations and make their way to the said meeting room. I had no idea what was going on so simply knuckled down in an effort to impress and secure a job! A few moments later, Philip popped his head through the door and asked me to join in the meeting. Hmm, this was both exciting and nerve-wracking. I just wanted to get on and write a version of Missile Command!
The meeting began and TOT started to address the attendees. To cut a long story short, they had just received word that one of their games had passed final approval by Nintendo and had gone gold. To those who perhaps don't understand the terminology, "going gold" means that a game has been approved for release. It also means that it can be a time for celebration as years of blood, sweat and tears come together and a tangible product is about to be manufactured and sold to the public. Great news indeed!
It was past mid-morning at this point, and TOT decided to celebrate the news by unofficially "closing" the studio. In other words, time to head into town and enjoy a few pubs and restaurants along the way! Starting at midday. I was requested to join the celebrations with the development team and Andrew and Philip insisted I join them, despite my protestations that I really should be concentrating on writing the game that would, hopefully, satisfy their requirements and land me that all-important programming job! My words fell on deaf ears and I was dragged into the celebrations. Don't get me wrong, I wasn't ungrateful and desperately wanted to be a part of it, but I also wanted to meet - and surpass - my interviewee obligations!
To cut a long story short, the celebrations went on for the rest of the day and into the night. I eventually ended up staying overnight at one of the studio's Directors' houses (yes, it was pre-planned!) The next morning, people were not expected to turn up too early for work (and for good reason!) and I arrived at the studio around mid-morning. I would have preferred an early start but the director with whom I was staying was also my lift, and she wanted to take time to enjoy her breakfast! Hahaha! I think she sensed I was worried and assured me it would not be a problem. Eventually, we arrived at the studio and I sat down to pick up from the previous day. Obviously, my progress was somewhat lacking! There were a few sore heads as folks started to file through the doors and to their working areas!
Lunchtime arrived far too quickly and I was furiously trying to get something together that resembled a Missile Command game. I was nervous as hell. And then things took another unexpected turn. TOT were going from dev team to dev team and rounding up those who had not been available or part of the celebrations from the previous day. And those folks were to head out to the local for a pub lunch (I think it was a Mexican in the end). If nothing else, Andrew and Philip did their best to look after their staff and to ensure all were able to enjoy success when it came their way. So yes, I was asked out on another lunch... It was mid-afternoon by the time I sat back at my PC and TOT asked me how I was getting on. Hmm.
Thankfully, I did have a VERY basic implementation of the game working but it was FAR from being playable. I had gone from having two days to write this game prototype, to eventually having only a handful of hours (if that). I had already resigned myself to the fact that I had lost this opportunity and was not looking forward to the train journey home that evening. To say I was crapping myself when TOT sat down with me at the PC was an understatement. And that's where it got a little weird.
Somehow, they were both impressed with what I had managed to achieve and they then decided to share a little bit of information with me! It turns out that they had been impressed with my portfolio prior to my arrival for the interview, and that they had been impressed with how I had integrated and interacted with the folks when being given the tour the previous day. They were laughing when they told me how they had decided (pretty much immediately) to give me the job regardless of how the remainder of the "interview" had turned out. They knew I was technically capable and they now had proof I was able to integrate and get along with their existing teams (as evidenced by the celebrations!) Boom. I had my first job in game development - let the good times roll!
(I was young, once - I think it was a Tuesday).
Fast forward a few weeks and I turned up fresh-faced at the studio for my first day as a full-time, professional (debatable) coder! Yet the question remained, what team would I be working in and on which game? I didn't have to wait long to find out. About 4 minutes and 17 seconds I think...
(More to come soon - if you're interested(!), and I'll pop some pretty pics in along the way).
Powered by insomnia, I started writing sonic the hedgehog
I have pretty bad insomnia, so I try to do something productive when it's at its worst. back in the 8/16-bit days I wrote quite a few games, the last one I wrote was a r-type style game that I did with a friend which was written in assembler and ran under DOS (I had a 386 at the time, probably...
cliosport.net
Why Frogger? Mainly because that is where my professional game development career started, way back in 1998 (or thereabouts). Fresh out of university, looking for my dream job (a job I had wanted to do since I was about 6 years old), and hoping to land my first role and published game. It was tough though. I got a lot of knockbacks when applying to places such as Rare, Sony, Warthog and many other development studios. My lack of experience somewhat counted against me despite my university background and the fact I was able to demonstrate my technical abilities. However, I didn't give up and I eventually landed an interview with video gaming royalty - a small(ish) studio based in Leamington Spa, called Interactive Studios (that would go on to change names to Blitz Games). More importantly, the studio was owned and run by two of my gaming idols - Andrew and Philip, also known as The Oliver Twins (from here on referred to as TOT). Older gamers amongst us may recognise their names or some of their games, especially those that they had published through Codemasters. Dizzy games? BMX Simulator? Fruit Machine Simulator? And quite a few others to say the least...
So yes, it was the summer of 1998 and Andrew and Philip invited me to their studio for a two-day interview. I arrived promptly at 9 am in the morning and I was warmly greeted (and somewhat intimidated meeting two of my idols!) After a quick tour of the studio and a few introductions, I was assigned a simple task. I had two days to write a game of their choosing; they chose Missile Command. Thankfully it was a game I knew well so I sat down at the PC that I had been assigned and began to make a rough plan of action.
However, it didn't quite go to plan.
It was probably around 10:30 am on that first morning and there was somewhat of a buzz around the studio, and an all-hands meeting had been called in the main meeting room. Developers and artists began to leave their workstations and make their way to the said meeting room. I had no idea what was going on so simply knuckled down in an effort to impress and secure a job! A few moments later, Philip popped his head through the door and asked me to join in the meeting. Hmm, this was both exciting and nerve-wracking. I just wanted to get on and write a version of Missile Command!
The meeting began and TOT started to address the attendees. To cut a long story short, they had just received word that one of their games had passed final approval by Nintendo and had gone gold. To those who perhaps don't understand the terminology, "going gold" means that a game has been approved for release. It also means that it can be a time for celebration as years of blood, sweat and tears come together and a tangible product is about to be manufactured and sold to the public. Great news indeed!
It was past mid-morning at this point, and TOT decided to celebrate the news by unofficially "closing" the studio. In other words, time to head into town and enjoy a few pubs and restaurants along the way! Starting at midday. I was requested to join the celebrations with the development team and Andrew and Philip insisted I join them, despite my protestations that I really should be concentrating on writing the game that would, hopefully, satisfy their requirements and land me that all-important programming job! My words fell on deaf ears and I was dragged into the celebrations. Don't get me wrong, I wasn't ungrateful and desperately wanted to be a part of it, but I also wanted to meet - and surpass - my interviewee obligations!
To cut a long story short, the celebrations went on for the rest of the day and into the night. I eventually ended up staying overnight at one of the studio's Directors' houses (yes, it was pre-planned!) The next morning, people were not expected to turn up too early for work (and for good reason!) and I arrived at the studio around mid-morning. I would have preferred an early start but the director with whom I was staying was also my lift, and she wanted to take time to enjoy her breakfast! Hahaha! I think she sensed I was worried and assured me it would not be a problem. Eventually, we arrived at the studio and I sat down to pick up from the previous day. Obviously, my progress was somewhat lacking! There were a few sore heads as folks started to file through the doors and to their working areas!
Lunchtime arrived far too quickly and I was furiously trying to get something together that resembled a Missile Command game. I was nervous as hell. And then things took another unexpected turn. TOT were going from dev team to dev team and rounding up those who had not been available or part of the celebrations from the previous day. And those folks were to head out to the local for a pub lunch (I think it was a Mexican in the end). If nothing else, Andrew and Philip did their best to look after their staff and to ensure all were able to enjoy success when it came their way. So yes, I was asked out on another lunch... It was mid-afternoon by the time I sat back at my PC and TOT asked me how I was getting on. Hmm.
Thankfully, I did have a VERY basic implementation of the game working but it was FAR from being playable. I had gone from having two days to write this game prototype, to eventually having only a handful of hours (if that). I had already resigned myself to the fact that I had lost this opportunity and was not looking forward to the train journey home that evening. To say I was crapping myself when TOT sat down with me at the PC was an understatement. And that's where it got a little weird.
Somehow, they were both impressed with what I had managed to achieve and they then decided to share a little bit of information with me! It turns out that they had been impressed with my portfolio prior to my arrival for the interview, and that they had been impressed with how I had integrated and interacted with the folks when being given the tour the previous day. They were laughing when they told me how they had decided (pretty much immediately) to give me the job regardless of how the remainder of the "interview" had turned out. They knew I was technically capable and they now had proof I was able to integrate and get along with their existing teams (as evidenced by the celebrations!) Boom. I had my first job in game development - let the good times roll!
(I was young, once - I think it was a Tuesday).
Fast forward a few weeks and I turned up fresh-faced at the studio for my first day as a full-time, professional (debatable) coder! Yet the question remained, what team would I be working in and on which game? I didn't have to wait long to find out. About 4 minutes and 17 seconds I think...
(More to come soon - if you're interested(!), and I'll pop some pretty pics in along the way).