At Least It Isn't Goats
Cats, jello, pink shirts, fist-ass-extreme and IRC figure prominently in Stingraid's interview of IBO admin Kevin "KP" Paul over at High Impact Halo.
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Cats, jello, pink shirts, fist-ass-extreme and IRC figure prominently in Stingraid's interview of IBO admin Kevin "KP" Paul over at High Impact Halo.
Taso at High Impact Halo did an interview with none other than me, about the Rampancy.net Bungie fansite and other things.
Randall "Bat" Schwebke has put up the second part of Wideload Games dot Org's interview with Aspyr's Glenda Adams. Aspyr is now working on the Mac and PC versions of the game, which was released last month on the Xbox. Of note: the game is shipping for the Mac on a single DVD, but the PC version is shipping on 3 CDs.
Wideload's Matt Soell did an interview with GamingNexus about Stubbs, covering the idea behind the game and some of it's features:
Wideloadgames.org's Randall "Bat" Schwebke has put up the first installment of a three-part interview with Aspyr's Glenda Adams about the upcoming Mac and PC ports of Wideload Games' Stubbs the Zombie, out this week for the Xbox.
This first part covers some technical details on the rendering done by Stubbs on the two platforms, as compared to Halo and compared to each other. Both ports are using OpenGL:
[image:8460 left hspace=5 vspace=5 border=0] Matt Soell, ex of Bungie Studios and now the Lead Writer for Stubbs the Zombie, the new Halo engine game for the Xbox by independent developer Wideload Games in Chicago, was kind enough to take time off during the final crunch time just before Stubbs started shipping to answer a few questions about the game and Wideload's development process.
Longtime Bungie fans will recognize the name Matt Soell. For many years Soell was the public face of Bungie, the guy who read (and posted) on the message boards, who wrote the original weekly updates, who gave cryptic hints about wall-hugging hippos in Halo, and whom many strongly suspect was the wit behind the Letters to the Webmaster feature.
Now, Soell is the writer responsible for fleshing out the story of Stubbs the Zombie, the new Xbox title by independent developer Wideload Games in Chicago, founded in Bungie Software's old stomping grounds by none other than Alexander "The Man" Seropian, Bungie co-founder, and including the magic number-- you guessed it, seven-- ex-Bungie employees.
Even while Wideload put the finishing touches on Stubbs for release this week, Soell took time out to answer a few questions for Rampancy.net.
Narcogen: When the founding of Wideload Games was first announced, the focus was placed as much on Wideload's business model, combining a small staff with independent contractors, as on the company's Bungie heritage and new intellectual property (Stubbs the Zombie). With that game nearing completion, how has Wideload's new business model worked for the company? What advantages does it have compared to the previous two situations, and what disadvantages?
Matt Soell: I think it's worked out pretty well. We're still around, we're actually shipping a game, we haven't had to sell our souls to anybody, we've got the same core staff of eleven people we started with, we all still like each other and so on. So yeah - you CAN make a game this way and have fun doing it.
Advantages and disadvantages are pretty much what we expected. You can get a lot done with a small creative team and a lot of contractors - and it's less expensive for sure. The disadvantages are that such an arrangement forces you to have your shit together early in the process and communicate really well with all your contractors. Sometimes that's tough. I'm not just talking about the logistics of synchronizing our Chicago schedule with an art house in Ireland or what have you, although that's part of it. When everyone's in the same room, or at least the same building, it's a lot easier to make sure everyone has the same basic understanding of what we're trying to achieve. It's not an insurmountable problem by any means, but it reared its head more than once during the development of Stubbs.
Bungie's own Mat Noguchi has a new assistant, recent DigiPen graduate Bob Glessner. (Let's call him Microsoft Bob for now, because that's the cruelest thing I can think of at the moment--Ed.) The interview with Bob shows what it's like to be hired (and fired) by Mat, usually several times a day. Thanks Frankie, whom one could almost believe wrote both the questions and the answers in this interview.
Microsoft continues to play cagey with information about the Halo franchise in the aftermath of Gates' E3 comments and the absence of an official announcement by Bungie.
Interviewing Peter Moore and J Allard, Game Informer had the following exchange:
GI: Would you hold Halo 3 for the same time as the launch for the movie?
Moore: Halo what? What are you talking about?
The latest edition of Gamasutra's Media Consumption is on Wideload Games' own Lead Writer, Matt Soell.
The Media Consumption feature asks game developerse what music, films, and music have their attention at the time.
The highlight? Soell's reading a book by two writers, one of which used to be a member of a band that ended their career by emptying a gun loaded with blanks on an awards ceremony audience.
Gamasutra today has an interview with Wideload Games' Alexander Seropian. He talks about how Wideload's outsourcing model has worked out, the modifications they made to the original Halo engine, and dealing with the challenges of a cross-platform release:
Having an engine that has already shipped on all three of those platforms certainly helped, as did having a partner in Aspyr Media, a company that has lots of experience with Mac and PC development. We also spent a lot of time early on getting our codebase operational on all three platforms.
Inside Mac Games put up Part 26 of their One on One with Glenda Adams earlier this week. The Mac port of Stubbs the Zombie garners a mention:
Tuncer: Well, first off, can you give us a status update on some of Aspyr's games? I know lots of people are hungry for news of the Mac version of Stubbs The Zombie.
In June 2005, The Chicagoist interviewed Alex Seropian, the founder of Wideload Games, about his new company, as well as the connections between himself, Wideload, and the Chicago area.
Halo Arena has put up an interview with c0ld vengeance, creator of Halo movies (including Haliens and Predator) and overlord of the HBO Helljumpers clan.