In this episode, I chat with Nate, a versatile game developer, about his diverse journey from working on AAA games like *Sea of Thieves* to creating his own indie titles, including *Spirit Hunters: Infinite Horde* and the upcoming horror game, *The Bagman*. We explore his passion for reviving retro horror on consoles like the Sega Mega Drive, examining how classic influences shape his design choices. Nate shares insights on transitioning from corporate to indie development, the importance of community support, and the creative challenges he faces in marrying point-and-click mechanics with the urgency of horror gameplay. The conversation also touches on the therapeutic aspects of development and the value of feedback in fostering growth within the gaming community.
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There we go. All right. What's going on, Nate?
Speaker:Hello, how are you doing? Not too bad, not too bad.
Speaker:And welcome, everyone, to another episode of Building Horror,
Speaker:a Fearzine podcast, where we get to know video game developers such as my friend Nate here.
Speaker:He is a game developer, and you have experience working not only in the AAA
Speaker:space on games like Sea of Thieves, but also in the indie space with your own
Speaker:studios, I believe, Creature Cauldron and Bad Tasty.
Speaker:Yes, that's correct. welcome hello how are you doing um yeah
Speaker:so yeah i've worked i got into the game industry
Speaker:pretty late in my life but i've had the pleasure of working with um kind
Speaker:of like lots of different size companies i started an indie
Speaker:company called prospect games um
Speaker:working on a kind of like a robot um a robot
Speaker:fight simulated tech game unfortunately that never came out
Speaker:but through that i got to work with revolution software on
Speaker:beyond a steel sky sea of thieves i did a really nice
Speaker:contract on that working on ai enemy stuff which was
Speaker:a lot of fun um yeah and then i kind of
Speaker:did some more contracts and now i kind of i got a bit
Speaker:fed up of that i wanted to do my own thing so i started creature
Speaker:cauldron with a pal um and we released
Speaker:a game called spirit hunters infinite horde which is like a vampire
Speaker:survivors type game um and we're currently working on
Speaker:our next game which is non-horror um that's called star gunners and
Speaker:i also do at the moment i'm doing contract work as well
Speaker:for a um a company called aquatic moon then working
Speaker:on a 2d well 2d-esque metroidvania called
Speaker:twilight monk which is it's a very beautiful game it's with
Speaker:a guy called um trent canuga who's a
Speaker:really good concept artist he's worked with like blizzard and and all that capcom
Speaker:and all those cool companies and it's a very beautiful game yeah and i know
Speaker:then what i've always wanted to work on is horror games sorry going off on a
Speaker:bit here being a tangent horror games and i started um bad taster working on
Speaker:the first game called The Bagman.
Speaker:Nice. Awesome. That's a lot. Yeah. It's good. It's good.
Speaker:No, it's great. And that's where...
Speaker:I love getting to hear everyone's stories, especially because everyone's got
Speaker:such a very different background.
Speaker:And I know we're going to get into this and how you got into doing this.
Speaker:And, you know, it's not the traditional way of going when it comes to game design.
Speaker:And then just to reiterate, I'm your host,
Speaker:Dan Morris. I'm the head of and editor-in-chief of Fearzine Magazine.
Speaker:And this is my little project that I started because I wanted to get to know
Speaker:game developers who make video games better, especially those in horror because
Speaker:horror is my favorite genre hence a magazine about horror games,
Speaker:so thank you again nate for joining me um and
Speaker:uh i i wanted to start off
Speaker:with your indie horror game that you're working on
Speaker:the bad man can you tell us a little bit more about that yes so
Speaker:it's um i'm creating it for the mega drive
Speaker:or sega genesis i think it was known where it was known in the
Speaker:states um and i'm kind of from that
Speaker:i'm also building it for the pc slash switch because i've got a
Speaker:switch dev kit so i may as well build it along there and it's
Speaker:a it's a narrative point-of-click game but
Speaker:with stealth um action elements and stuff uh
Speaker:very inspired by the clock tower um which came
Speaker:out in snares in japan and then it's it's actually recently been
Speaker:um the clock tower first i think it's called well fair rewind
Speaker:i was gonna say when i looked at the screenshots for your game the
Speaker:first thought i had was this looks like clock tower this literally been like
Speaker:tiny me um when i was little i had a mega drive and i was like oh there needs
Speaker:to be more horror games for the mega drive i think i got like splatter house
Speaker:too i was like this is awesome you know um and then i saw a magazine um about
Speaker:um clock tower and it just looked awesome,
Speaker:um like but i don't think it ever came out in the uk i think i only ever played it on emulation.
Speaker:Um but yeah i was like oh that i wish there was more games like that for
Speaker:the mega drive and then so this is kind of so i wanted to make a horror game
Speaker:and i wanted to make some for the mega drive as well i was like well this is
Speaker:perfect because i get to make a horror game for the mega drive and bring like
Speaker:a clock tower point-to-click s game to the mega drive and explore that space a little bit.
Speaker:So it's a lot of fun but yeah yeah it's a stealth game and it's when i was looking through,
Speaker:so originally i was actually working on a 3d horror game that
Speaker:was about um old like a very old kind of
Speaker:um lady that needs that's not what she
Speaker:seems and i was enjoying the
Speaker:process but it was i was kept costing it up for all the
Speaker:art uh 3d animations the 3d um models
Speaker:and it's like ballooning in costs and i i couldn't
Speaker:really afford it because it's very much the horror side is
Speaker:a passion projects at the moment um like if
Speaker:anybody wants to fund me yeah please give me money but um yeah so
Speaker:it was like so i had to kind of like re-scope that and then i thought i've always
Speaker:played with this idea of like i'm just a slasher um point-and-click
Speaker:game and play around with that space so that's
Speaker:why i moved kind of like to today it's still costly but um
Speaker:i can kind of it's i'm finding a lot more easier to scope everything
Speaker:um which helps with then dealing with freelancers and
Speaker:whatnot in regards to finding out costs of things that's yeah
Speaker:nice uh i'm curious as far as the point and
Speaker:click 2d element is there anything beyond the clock
Speaker:tower influence and cost that influences you to
Speaker:want to go that route yeah so i'm a massive so my
Speaker:love of when i first kind of got into video games was like
Speaker:monkey island but it was also the lure of the temptress um and.
Speaker:Uh beneath the steel sky massive um kind
Speaker:of like uh inspirational pieces games for me um i
Speaker:actually my one of my first credited games was working on
Speaker:beyond the steel sky with revolution software so that was
Speaker:like a big tick on my you know bucket list of
Speaker:things to work on and obviously a child Cecil to me
Speaker:and the team behind revolution software but um but
Speaker:yeah so but i've always i've always really wanted to make a pointy click as well
Speaker:with the um lure of the temptress and beneath the
Speaker:steel sky they had kind of like a command ai um interaction where you could
Speaker:tell your companion to do stuff and for ill or no it's sometimes you could kind
Speaker:of get them killed and whatnot um you know they did carry out these actions
Speaker:and stuff and it was really nice interface to kind of play around with and add
Speaker:a lot of replayability to a certain elements of the game,
Speaker:um so i wanted to kind of bring some of that into it as well so i'm very inspired
Speaker:by lower the temptress and beneath a steel sky and generally like point monkey
Speaker:island was a huge you know i think everybody loves monkey island but that was
Speaker:a huge one as well so i've always wanted to make a point and click um but.
Speaker:I find with points and clicks, the input then slows down. So you have to bring
Speaker:up the cursor, move it around, especially on the control pad.
Speaker:So there's issues there that I need to kind of solve, but also,
Speaker:so I broke it down into a, there's a point and clicking space with stuff,
Speaker:but movement can be, you can turn the cursor off and still move around.
Speaker:This will help with the stealth sections running away. So it still feels very
Speaker:action orientated and like rather than stopping,
Speaker:you know, bringing the cursor to select something and that slows it
Speaker:down and bogs down the kind of the the adrenaline
Speaker:and whatnot but yeah all these issues and
Speaker:design kind of considerations kind of prop um kind
Speaker:of pop up and they're a nice hurdle to kind of figure out and
Speaker:solve because most of my background in the games
Speaker:industry has actually been games programming rather than
Speaker:design side so i'm i'm really relishing the
Speaker:the kind of the journey of learning more about design the
Speaker:pitfalls the things that i didn't consider until i hit them and then finding
Speaker:solutions around them and whatnot and sometimes these solutions as well have
Speaker:already been solved before so it's nice to look back at um other games you know
Speaker:it's a reason to play lots of point and click games to kind of like discover
Speaker:oh how did they get around this issue and stuff like right yeah.
Speaker:What's one of the greatest struggles you've found in that
Speaker:process trying to figure out the actual like hurdles
Speaker:and how to get around them yes i think one of them is the one of
Speaker:the first issues was how um slow the point click
Speaker:so you're running away from anime chasing you i
Speaker:recently started playing the clock tower rewind so i know exactly what you're
Speaker:talking about i'm like man this is slow yeah and if you feel very slow and they
Speaker:kind of kept that in with the remaster as well kind of the slowness but but
Speaker:having that point and click interface and not having um able to kind of really
Speaker:run and and get away and be more action orientated on your controller.
Speaker:That was an issue at first and kind of i'm trying to find a way around that
Speaker:and it's literally basically don't put everything behind the point and control
Speaker:uh mechanics put the put kind
Speaker:of like the puzzly bits behind that maybe but i'm still playing with it
Speaker:it's still a learning process and it sounds like you're kind of modernizing the
Speaker:point and click kind of gameplay mechanics yeah
Speaker:yeah yeah definitely looking to kind of modernize it but not too much
Speaker:because i still i almost want it to feel quite
Speaker:clunky in certain regards because um i
Speaker:don't want to kind of detract it too much from like the the mega drive
Speaker:um feel you want to feel like that game can
Speaker:live on that console like yeah you want to have that spirit
Speaker:yes that's a good so yeah the spirit yeah that's a good
Speaker:term yes have the spirit of it so there's a
Speaker:there's a balance there to be found and hopefully you know as i kind of iterate
Speaker:and work through it it's kind of like how i feel with classic survival horror
Speaker:games and tank controls like i'm a tank control purist i guess like i love games
Speaker:that can make good solid controls but i also really like tank controls even
Speaker:though most people kind of hate tank controls.
Speaker:And I try to justify tank controls in the sense that,
Speaker:The way I look at it, not like beyond it being a development,
Speaker:you know, pitfall or like struggle with game developers in the old days where
Speaker:that was basically the best way that they can make the game function within
Speaker:the fixed camera angle world.
Speaker:I look at it as if you've ever had a nightmare or a bad dream in those dreams
Speaker:that you always have a hard time running away.
Speaker:There's always something holding you back or you can't move or you have that
Speaker:moment of like, why can't I run?
Speaker:Why can't I jump? Why can't I do this? and i try to relate that
Speaker:to tank controls being like that's that version where
Speaker:it's hard to run away or it's hard to move because you're in
Speaker:a horror scenario and it kind of
Speaker:adds to that tension it adds to that struggle and why you as a player are having
Speaker:a hard time getting away from the thing when if it was the real world if it
Speaker:was real you would just be like oh i would just you know back away easily yeah
Speaker:i'll be like you know why am i running into the wall like yeah oh it's I think as well,
Speaker:it's almost like you get fear from the input and the way that it's handling
Speaker:as well. That can make you a little bit stressed.
Speaker:And that's like, I get the adrenaline going. Even now, I just had this random
Speaker:thought like, okay, now you steal this idea if you want.
Speaker:I need to make a 3D horror game.
Speaker:That has modern controls but in the vein of
Speaker:like an eternal darkness if you start getting too scared it
Speaker:suddenly flips the controls the tank controls and you're like what's happening
Speaker:oh god yeah yeah why can't i move that'd be fun that would be fun yeah well
Speaker:and one of the um the reasons as well for the retro side i was i was looking
Speaker:at you know okay i'm gonna make my first horror game.
Speaker:It's my own passion project what's everybody else doing and there's.
Speaker:A very big thing about your playstation-esque visuals and
Speaker:retro so yeah basically like at least all the
Speaker:ones good really good ones i played have that visual as well because it
Speaker:adds something as the visual really does add something um and
Speaker:i got me thinking well if they're kind of going like
Speaker:retro and stuff why don't i go like you know go big you know
Speaker:go retro and literally just put the actual make the game on the
Speaker:retro hardware itself that was another thing i don't know
Speaker:actually if it'll work as well as you
Speaker:know say make it in a more modern engine just with retro visuals because
Speaker:i am to the actual hardware but i think it'll be an interesting um
Speaker:experiment so to speak it's like you know well does
Speaker:that cannot exist in the same space as this these kind
Speaker:of retro looking games and stuff are you going to be able to actually produce
Speaker:the game on the cartridge that would play on a megadrive yes i've
Speaker:got um a number of friends that have either been in
Speaker:the um the retro scene or whatever you want to
Speaker:call it for a while and they've got all the connections there with how
Speaker:to put it on i've also you know i've got big document as
Speaker:well of how to do it all as well so i've got i've got connections there
Speaker:my aim is to put it on a cartridge and put
Speaker:it on mega drive that'd be like this is like
Speaker:the tick box of dreams of things to achieve before i die type thing
Speaker:and that's like having it yeah having a physical cartridge on
Speaker:a mega drive is one of those sorry go
Speaker:ahead finish what you're saying oh yeah yeah pretty much finish it oh no i
Speaker:was just going to say that like the dream of an indie developer to ship a
Speaker:physical game yes because that's kind
Speaker:of like a thing of the past now actually shipped yeah yeah
Speaker:is there something nice i mean i so i've got.
Speaker:A few um new homebrew megadrive titles behind
Speaker:me um xeno crisis is one of them and i think
Speaker:they put it to other other cons well they have they've done um dreamcast
Speaker:i think and snaz i think um but it's like it's just
Speaker:cool you know like having like that but yeah even um
Speaker:you know getting like a modern game physically released there's always an excitement there
Speaker:seeing it in the store uh i'll see it just held in
Speaker:your hands and whatnot um which kind of is lost
Speaker:a little bit in modern stuff i can
Speaker:go back to the point and click uh notion too
Speaker:with your inspiration with point and click it's funny because uh my number two
Speaker:and like uh army of two cohort maria uh with the magazine she's in a same boat
Speaker:where she loves monkey island like she's diehard monkey island fan and she's
Speaker:getting into and game development now.
Speaker:And that's actually what she's looking at doing is making a point and click.
Speaker:Kind of horror game yeah in a similar way
Speaker:she's kind of going that same route yeah and
Speaker:just to kind of um bring it back to phasing a little bit with the
Speaker:community that you're building there that stuff that i imagine we'll we'll
Speaker:be sharing then in that in the discussions there and stuff like that will be
Speaker:really exciting when she starts going with that because there's so many issues
Speaker:with um not issues um issues that i run into because i've never done it before
Speaker:is the whole narrative and puzzle stuff you've got to have like a narrative
Speaker:going but you've got like linking making puzzles and because I've never done
Speaker:that before, that's the hardest part.
Speaker:There's like, there's a programming side, which can be complicated is that now
Speaker:it's the writing and the, uh, the puzzle design. That's actually the thing that
Speaker:keeps stumping me and things like that.
Speaker:So I've kind of like got, there's a program called Swine. I don't know if you've ever heard of it.
Speaker:Yeah. It's the narrative game development. Yeah. With boxes and stuff.
Speaker:And that's great because I've kind of like, you don't have to worry about the tech side of it.
Speaker:You just kind of like have your, you know, your little boxes go into different
Speaker:things. You have very, very simple if else statements driving it.
Speaker:And that's great but i still struggle with that yeah
Speaker:yeah because um yeah yeah just it's just a lot
Speaker:of new stuff to learn so it'll be interesting to see how she finds it when she's
Speaker:going through that i've talked about trying to help her with because she's kind
Speaker:of struggles in the same boat with the the story and the the narrative kind
Speaker:of side of things so that's something that we've been talking about and again
Speaker:bringing it back to the fearzine community this is something that we're trying to,
Speaker:not harness, I want to foster,
Speaker:we want to try to build this little place for developers to be able to communicate,
Speaker:share ideas, bounce things off each other, help each other.
Speaker:And it's getting there. We're seeing more and more of it so far, but...
Speaker:It's one of my favorite things that we've seen through the fusing community
Speaker:in our horrifically wholesome uh group that
Speaker:we're developing here yeah perfectly called somehow
Speaker:like that oh man like that as soon as that phrase came
Speaker:out we're like that's gold yeah and that's
Speaker:that's came about because of just how genuine everyone's
Speaker:been between us you know starting to take over the
Speaker:magazine and we started sharing and talking about games and promoting people's
Speaker:stuff and between myself and maria like getting on socials and just being like
Speaker:oh your game looks great and you get people who are just like oh my god thank
Speaker:you for even looking at it no i'm like yeah absolutely like we're here to help
Speaker:we're here to support you you know
Speaker:and i can honestly say like um um like
Speaker:i got a message today just saying oh your game that you work on looks
Speaker:great and it's like those little random messages um especially because
Speaker:i'm sure as you've experienced like socials and stuff it's
Speaker:kind of like you're just screaming out into the void half the time to get
Speaker:any kind of like oh this looks awesome you know it's always
Speaker:like perks up the morale a little bit yeah and
Speaker:that's uh that's something that we've taken and leaned into
Speaker:is just the positivity we're a bunch of people who love horror games but we're
Speaker:really nice about it and we just want to we just it it makes us happy that we
Speaker:can help other people especially when it comes to like developers we're just
Speaker:desperate for some sort of you know.
Speaker:Any kind of feedback you know that allows them to understand that they're doing
Speaker:something they're worth doing or that it registers with someone yeah and like
Speaker:you said screaming into the void how many times are developers out there posting
Speaker:and posting and posting and they get either nothing,
Speaker:or mostly negative response yeah yeah
Speaker:and that's something that always drives me nuts and especially
Speaker:when in the indie game studio you don't
Speaker:know how long it's going to take to make a game and like people are posting on
Speaker:people's accounts like we are taking too
Speaker:long to make your game who's going to care and it's like what difference
Speaker:does it make yeah i mean i love it's like you know
Speaker:there's so many um games being made as well it's
Speaker:it's a you know you're you're trying to like you're screaming
Speaker:everyone's going through the same thing you know a lot
Speaker:at least a lot of people are and so that's it's like um
Speaker:it's nice in a way because you're sharing that kind of um space and
Speaker:sharing that understanding that you know fuck me you know you know
Speaker:god that keeps good to the
Speaker:void and no nothing's happening but then you know you come to your community
Speaker:and it's like other people going through it and stuff to share there and you
Speaker:know and that's nice you know because you need it i think it's like it's like
Speaker:a community and you need that because humans we are you know social creatures
Speaker:and even though you know i like to do most of my social stuff behind a computer,
Speaker:you know, we still need those connections, especially when those things are
Speaker:shared in like horror, indie horror.
Speaker:It's nice to kind of come together and share something that we all care about.
Speaker:Yeah for sure and one of the things that i've gotten most proud about with my
Speaker:attitude on socials at this point is when i see developers getting a lot of
Speaker:like toxic garbage i'm always like don't worry about them your real fans are
Speaker:here waiting and we will wait patiently,
Speaker:don't worry about them don't worry about the crap because those
Speaker:of us who actually care we're here yeah yeah
Speaker:i remember um this wasn't a horror game but when creature
Speaker:cauldron um which is a studio started with a
Speaker:pal released our game we were
Speaker:just getting like a lot of negative um it
Speaker:was we released in early access and there was a few books yeah
Speaker:spirit hunters yeah i've played spirit so i hopefully enjoyed it um and yeah
Speaker:we're just like um i stopped reading the comments after a little while because
Speaker:they were quite some of them really um full-on but it does it does like kind
Speaker:of like you get used to seeing certain things but i wish we i wish we didn't have to go through that.
Speaker:Because there was one point um and i'll just.
Speaker:Share this um there's one point where we were like okay let's read just
Speaker:all the negatives because you're sometimes in the
Speaker:negativity there is constructive feedback negative negative comments
Speaker:i love those they're great and and then there's the people that just
Speaker:like want to rant but also there's truths in there and
Speaker:if enough unfortunately there was quite a lot of people kind of like a bit
Speaker:sweary but they were some of them say the same things but
Speaker:we had to kind of like read through all the negatives and that was painful like
Speaker:especially because it's my first time kind of when you're
Speaker:working for a big studio half of that stuff you don't really feel it as much well
Speaker:at least i didn't it's a little bit more diluted yeah diluted you
Speaker:know i'm just doing my part um for the greater good and all that
Speaker:kind of stuff but like the comments don't hit as hard uh negative comments
Speaker:but when you're working on something that you've started up you've got a
Speaker:lot of blood sweat and tears into and then you're kind of going oh
Speaker:god i'm going to release it and see how it goes they all
Speaker:they all like hit a bit differently and that was kind of like a fun experience
Speaker:to learn just how to kind of like navigate that
Speaker:space but you know there are
Speaker:there are choosing those negative comments sometimes i think
Speaker:that's uh that speaks on a certain level because i've
Speaker:talked about this when it comes to game reviews and the negativity
Speaker:around games journalism and that's
Speaker:something that we as fearzine have to try to
Speaker:like help ourselves try to stand out and
Speaker:try to establish ourselves as genuine because we're
Speaker:just a bunch of fans yeah we're independent fans
Speaker:who love video games and we're just trying to do something that helps us a share.
Speaker:That love as well as provide a service and the problem now is because games
Speaker:journalism is so frowned upon i guess in certain ways like there's so much negativity
Speaker:around that because people don't trust the main sources anymore yeah.
Speaker:So that makes it really hard for us to make sure that people can feel like,
Speaker:okay, we're making sense. And bringing it back around to my point is reviews.
Speaker:A lot of people are starting to argue that reviews are pointless because they can't trust them.
Speaker:And I've always tried to make the statement that all reviews have value,
Speaker:whether they're good, bad, or otherwise.
Speaker:Because no matter what, if the review aligns with your opinion or not,
Speaker:it provides insight for a person to make a decision whether they want to play that game.
Speaker:Just like you, your bad reviews are helping you make changes to improve the game.
Speaker:So it's not like a bad review for a game. Like, let's say a game you love gets a bad review.
Speaker:You might be upset about that. And you might say, oh, this person doesn't know
Speaker:what they're talking about.
Speaker:They're full of crap because they don't see the beauty or the greatness of this
Speaker:game they might not have liked it they probably didn't or maybe they who knows
Speaker:it's either paid off whatever,
Speaker:if they make any point within that review that stands out to a person reading
Speaker:that review to say oh they didn't like this part of the game and that had a
Speaker:an that influenced their experience,
Speaker:if you know yourself as a player and you can read that and say that's going
Speaker:to bother me too I'm glad I read this before buying that game,
Speaker:because it's going to affect how you experience that game and I've made purchasing
Speaker:decisions all the time based on that I bought bad games because I read reviews
Speaker:that said oh but you can do this in the game and I'm like ooh I like that I
Speaker:want to do that I don't care about the rest of it,
Speaker:yeah but But...
Speaker:Yeah but it's interesting to see how that relates to your own process with the
Speaker:development side of things yeah definitely agreed yeah and i think even um so
Speaker:negative or positive um you know you,
Speaker:can always have like a bit of a tidbit in there that kind of just you know registers
Speaker:well with you and oh yeah cool okay yeah like you said you know you bought bad
Speaker:game well badly reviewed games because it's got a point in it that registered
Speaker:with you yeah it makes sense yeah and like.
Speaker:There's just so many fine lines and like nuance to
Speaker:things and but that's again that's the
Speaker:whole point of having people like us you know
Speaker:as far as game journalists is we're trying to tell you our experience with
Speaker:something so that you can understand how you might experience that
Speaker:game as well um and then that's how developers that
Speaker:you build your games based on trying to create specific
Speaker:tailored experiences yeah and i don't
Speaker:know people just need to understand that not every game is for everyone that's
Speaker:the simple truth you know i think as well i suppose games have the benefit of
Speaker:if we if you prototype something and take it to certain players or places that
Speaker:have like those game testing you can get kind of iterative feedback before you
Speaker:kind of go full hog into the final thing,
Speaker:which which really does help a lot that's what something i
Speaker:try to do with everything i make now is get up to a state where most
Speaker:of the core minutes minute stuff's in but then
Speaker:get feedback um as earlier which i suppose you can't do with um
Speaker:review uh reviewing games you've got to kind of write it yeah
Speaker:with your feeling that's what you've got draft brought draft
Speaker:process and whatnot but yeah but even still like touching on the fearzine side
Speaker:of things the um the magazine will evolve in time we're going to try to constantly
Speaker:tweak and adjust based on what people want and what we want as well and that's
Speaker:something that we're always listening and we're always looking at feedback that we get from people.
Speaker:I suppose as well, if you've got, because I know you've got like repeat writers, people then learn.
Speaker:Them particular writers you know styles and what they like what they don't and
Speaker:you can either go oh this person i don't really normally like um what he recommends
Speaker:or she recommends but you know but it builds up a personality that you can kind
Speaker:of go you know um how you take that review as well.
Speaker:Which is nice you know it's nice that freak familiarity yeah
Speaker:and it's something we try to do here with our our team is
Speaker:to put the right game in the right hands like
Speaker:i know myself there's certain games i don't like i'm not a fan of heidi horror
Speaker:games and as much as i appreciate the puppet combo games i don't very much care
Speaker:for them like they don't do much for me so i don't i won't handle a puppet combo
Speaker:game i won't yeah i won't play those games for review because.
Speaker:I'm not gonna like it so why would i review it yeah you're
Speaker:not like the target audience for that so yeah so you're not the best person to
Speaker:review yeah just like um you know if a new outlast game
Speaker:comes out or a new amnesia i'm not
Speaker:gonna take that game because i'm not a fan of those kinds of games this
Speaker:minute i realize a game is a heidi horror i i'm
Speaker:like nope not for me i'm not my jam but i
Speaker:understand the value there because i understand that there are an audience
Speaker:for those games and there are people oh yeah i'm part of yeah i
Speaker:love those games like i have a friend who's a diehard outlast fan
Speaker:and it's like great you know i get it like i played
Speaker:outlast it was boring for me but i understand why it's
Speaker:not for others yeah and that's where i'm
Speaker:always coming at things is having a a sense and
Speaker:an appreciation for the genre across and isn't it awesome that there's so many
Speaker:parts of it that you know for all different types of people and what they enjoy
Speaker:i think that's what makes it great you know it's not just one type of game it's
Speaker:uh you know a collection um and they can and that collection can be very very
Speaker:uh wildly different in horror Oh, yeah,
Speaker:it's across the board. Yeah. It's all over the place.
Speaker:All right, bringing us back around, like, I want to talk about, like, your...
Speaker:Um getting involved getting into game design because you
Speaker:said you started late in life so i want to touch on that
Speaker:let's get the the story of how nate got
Speaker:into game design yeah sure so um so
Speaker:i was very lucky when i was younger because i had an uncle
Speaker:who had passed me down his atari x 800 xl
Speaker:and so i started kind of like making um used to be able to so god i don't even
Speaker:know how long it was got atari xl was a very old um computer and it was cassette
Speaker:based and you'd play your games by playing you know loading the cassette and
Speaker:waiting for like 10 to 15 minutes for the game to load and all that kind of
Speaker:fun stuff i've still actually got the atari xl down there somewhere
Speaker:it still works it's great um but that's when
Speaker:it came with um i think it was basic yeah basic it
Speaker:came with basic pre-loaded on it so you can start programming right away um and
Speaker:i've got handed like a load of magazines um for
Speaker:you know how to program these things um and so
Speaker:basically that's where i like started going oh this is cool i made loads like
Speaker:little um if stories and if games and
Speaker:stuff but then i kind of stopped that and then uh so
Speaker:that was like my first introduction uh into kind of programming but
Speaker:that was when i was like nine or something like that and then um kind of didn't
Speaker:do gaming i wanted to be an actor so i started going down that path and uh you
Speaker:know doing auditions and i went to acting college and whatnot and and and turns
Speaker:out i'm not very good actor and And also I was, they did dance as well. I am not a good dancer.
Speaker:So I was like, oh, and also like I hit 18, I think it was, and then I became
Speaker:a very kind of like shy and a more kind of reserved type of person.
Speaker:So it was like, oh, better just do the computer thing for a bit.
Speaker:So I did the computing, but then unfortunately my mother got very ill and terminally ill.
Speaker:And so I became a carer for a bit and that kind of messed up the education path.
Speaker:And then I just kind of like jumped in and out of education while doing caring.
Speaker:And then eventually, you know, I was a mature student at that point.
Speaker:And it was literally I needed to get a job because I had no money.
Speaker:So I started, I got a job after finishing university eventually doing embedded
Speaker:programming, which was for my little custom made hardware on circuit boards and whatnot.
Speaker:And so I did that for seven years, but I'd always wanted to get into the gaming industry.
Speaker:So on the side i kind of like just chipped away at like game jams you know learning
Speaker:what everybody was using and kind of like just built up a little bit of um i
Speaker:don't know like a portfolio of little.
Speaker:Tidbits and stuff and then i still
Speaker:find it very difficult to get into the industry to kind of make that move from um
Speaker:you know software engineer to games programmer um so
Speaker:what i did i started just going to networking events and speaking
Speaker:to people um and that was the thing that opened the doors
Speaker:you know i spoke to the right person at the right moment just by luck and because
Speaker:i had some stuff that I'd been playing with um I
Speaker:kind of was able to get a foot in the door so to speak and then
Speaker:so left a very well-paying job took a very low-paying
Speaker:job to get the experience um but I did thankfully I
Speaker:had some savings I'd saved up um and then yeah did
Speaker:kind of got into the industry when I was 35 maybe
Speaker:34 and so a late start but I
Speaker:did have some programming experience at that point just not I did I
Speaker:found um starting I was
Speaker:quite good at blagging oh yeah I can do that and it
Speaker:was just like oh sure now i'll have to figure out how to do
Speaker:that but yeah that worked kind of well and i
Speaker:just kind of like threw myself into as many projects as i could to kind of catch
Speaker:up my knowledge base but the thing with games programming our games generally
Speaker:you're always learning new stuff so it never stops and i enjoy that side of
Speaker:it anyway and then so i got into the games in strayer it's um you know works
Speaker:for triple a um some mid-size companies either via contracting and whatnot.
Speaker:And then left all that started up creature cauldron with a guy
Speaker:called pete cooper and a guy called um anthony
Speaker:enright anthony enright's also a solo developer um
Speaker:and he he's quite an interesting character he's a
Speaker:police officer and now he's uh and he moved into the game
Speaker:development because that's what he always wanted to do um and he's been releasing
Speaker:games for like eight years on his own and then so we all teamed up and made
Speaker:um spirit hunters doing a few prototypes and then we had a break and then uh
Speaker:pete cooper wanted to do some we wanted to keep it small pete cooper I wanted
Speaker:to explore a different area, so he went and did something else.
Speaker:And yeah, so we've just kind of, that's kind of like the journey so far.
Speaker:I kind of, but I've always wanted to make a horror game, as I said earlier.
Speaker:So I've started like doing my own things by a bad taster while also doing contracting.
Speaker:And it was like a long way, like lots of hurdles in the path to kind of getting
Speaker:into the gaming industry at 35 or 34.
Speaker:So was there any point in that, that you did any kind of schooling for game?
Speaker:Um no so i didn't so i went to a uni
Speaker:in london um and then i just didn't get
Speaker:along um with london there's too too many people so
Speaker:i came back and then i had to save up
Speaker:some money and stuff and then went back and just did a standard computer science
Speaker:course um for a couple years um and
Speaker:then yeah so i didn't any have any schooling um games
Speaker:because i thought if i get a you know a programming base
Speaker:course everything can kind of like that could be a nice foundation for
Speaker:any kind of game um programming stuff and then
Speaker:it was just literally just doing lots of game jams and um reaching out
Speaker:to people and um you know um joining communities
Speaker:and being part of the game kind of programming
Speaker:people yeah and stuff you know so it
Speaker:was a computer science kind of like basis they built
Speaker:yeah yeah and i mean one of the modules was
Speaker:like build a computer game i think it was i can't remember now it's a long
Speaker:time ago but yeah so um yeah so there's
Speaker:some game programming aspects in that but
Speaker:it's mostly your bog standard comp sci kind of degree
Speaker:which to be fair i always
Speaker:if you're going down the programming route i always recommend just doing
Speaker:your you know bog standard game um sorry computer
Speaker:science or software engineering course because that gives you a lot of nice
Speaker:foundations for all like the algorithms you know data formats and all that kind
Speaker:of stuff um whereas you might miss that just doing more of a design um s course
Speaker:which might cover a lot of topics um but if you want to go into programming
Speaker:you may as well just a nice programming you know software engineering.
Speaker:Foundation but in the end you know everyone's different you know what what works
Speaker:for one might not work for another what are you using now for your game development
Speaker:like engine wise um so for the horror so for the bagman i'm doing using a framework
Speaker:called sgdk which is an open source kind of like, it's very like, um,
Speaker:for around the low level mega drive stuff
Speaker:um so that's for the bag
Speaker:man so everything's c and sgdk and
Speaker:a little bit of assembler which is fun i love i love all that kind of
Speaker:stuff um for um for the
Speaker:contracting for twilight that's unreal engine
Speaker:uh four what they're using there still so that's um that's there and first star
Speaker:gunners which is creature called and that's c well that's unity c sharp um and
Speaker:stuff so it's kind of i like to kind of keep a foot into lots of things because
Speaker:it because the because when you're doing contracting you never know what kind
Speaker:of contracts going to come up
Speaker:so if i've got experience in multiple things then at least i can kind of.
Speaker:Again blag if i don't know a little bit sometimes i can kind of blag it a little bit,
Speaker:jump in go yeah i've done that so do you have an engine that you prefer to work in,
Speaker:um it depends which one's annoyed me last sometimes it's
Speaker:unreal sometimes it's unity and sometimes i just i mean if i couldn't if someone
Speaker:just gave me a lot of money then i just like to work on scene and the low level
Speaker:stuff because it's i find that the most fun um but yeah but either i'm not i'm
Speaker:not particularly um you know pro or con one or the other you actually enjoy
Speaker:getting into the nitty-gritty with the programming,
Speaker:yes yeah i do yeah i do i enjoy that
Speaker:side a lot um i'm just trying to find ways
Speaker:to kind of also do the narrative and stuff for the horror stuff so
Speaker:that's another area that i want to kind of get into and experience
Speaker:um going through yeah in my um recent
Speaker:journey my own like getting into like game design and learning
Speaker:i started looking at various things a
Speaker:little bit of game maker a little bit of godot i've
Speaker:recently installed unreal engine to try to start messing with unreal and
Speaker:then um i've also been messing around with rpg maker which yeah rpg maker is
Speaker:interesting because it's a lot of pre-made assets of course you can actually
Speaker:build and sculpt your own game within the engine and you can make it completely
Speaker:unique in its own thing because like some of the most famous rpg maker games
Speaker:you would never know were actually made an rpg maker yeah it's crazy.
Speaker:But one of the things that rpg maker is helping me understand is like basic
Speaker:scripting and events and planning and like creating quests and things and i
Speaker:would actually really like to make a horror rpg one of the because i'm a big
Speaker:fan of horror rpgs and i think there's not enough of those,
Speaker:so I'm really I'm trying to think of some there's not many,
Speaker:basically Parasite Eve.
Speaker:Uh there's a few others there's a few others like shadow hearts um lots
Speaker:of a list now of games there's a couple of them that i like i'm blanking off
Speaker:the top of my head but there's not many there's not many at least like solid or
Speaker:and like you could maybe argue that
Speaker:like the persona games kind of squeeze in there or shin megami tensei
Speaker:yeah because they have horror elements or they have kind
Speaker:of scary scenarios but they don't lean very heavily into
Speaker:it like parasite eve does and there's um there's
Speaker:actually a japanese studio right now that um is the
Speaker:creators of shadow hearts are making a new game called penny blood that i actually
Speaker:backed on kickstarter i have no idea when this game's going to release though
Speaker:but that's like one of the other like big jrpg like kind of horror s what's
Speaker:that called penny blood penny blood i might make a note for later cool.
Speaker:Yeah so like shadow hearts is another one that uh i'm i'm
Speaker:i've been very interested in shadow hearts but i haven't had a good chance to actually
Speaker:sit down and play it like i booted it up uh once a
Speaker:couple like a year or two ago and i'm like oh man this is really cool maybe
Speaker:i'll find the time one day to play it but i uh i want
Speaker:more horror rpgs like parasite eve and i would love to see
Speaker:parasite eve come back yeah that's cool that's one of the routes of my like
Speaker:own game development side of things so it's this is all what i do when i have
Speaker:time outside of oh yeah creating a magazine and everything else I'm doing on
Speaker:top of trying to play games for review and making content and writing.
Speaker:So I never stop.
Speaker:No, it's very hard to find that time. I struggle with...
Speaker:Having downtime and not feeling guilty when i'm
Speaker:not feeling productive and i i like something
Speaker:i struggle with that exact same problem yeah
Speaker:and like i'm working on it but i still find it hard to
Speaker:um you know find the joy that i used to
Speaker:and just sitting down and just chilling you know part of
Speaker:even myself in that exact vein like we could have a whole podcast
Speaker:about this that if you're a creative who you
Speaker:feel like you have to be doing something you have to be working you have to
Speaker:be making something and then trying to enjoy some downtime and relax because
Speaker:hey you need that you're the human body you need to be able to relax you need
Speaker:to be able to unhook once in a while but you and i have the same problem when
Speaker:you try to relax you feel guilty i have the exact same problem.
Speaker:Yeah i find them what helps sometimes you just like walk in
Speaker:the dark like that helps so much because i'm i think
Speaker:it's just because i'm cut off from all electronic well i've still got
Speaker:my phone in my pocket but i don't look at that but that helps maybe but
Speaker:it's still um yeah it's just a word yeah yeah i
Speaker:enjoy trying to like i go to the gym i try to exercise i
Speaker:have my dogs that i take for walks um and even when
Speaker:i do game one of the ways i help myself
Speaker:feel a little less guilty about it is i try to justify that i'm playing this
Speaker:because i need to for you know my creative avenues my outlets you know the magazine
Speaker:and whatnot and like most recently you know all the horror games i'm trying
Speaker:to play is because i want to be able to talk about it you know whether it's
Speaker:the podcast or it's the magazine,
Speaker:you know, when it comes to creating ideas for topics to discuss or...
Speaker:I always feel, I tried to do that, but then I found myself,
Speaker:and they're thinking I'm only doing this to pick my brain to not feel like it's
Speaker:not being productive to try and play games.
Speaker:I was really struggling with that. I won't go into it too much,
Speaker:but I literally had a bit of a metal breakdown in 2023, which led to a lot of
Speaker:this discovery of downtime and being a bit kinder to yourself and stuff.
Speaker:And it's literally one of the things um that comes from
Speaker:this is like you know it's finding that um way of
Speaker:having fun again like when i was a kid i
Speaker:could sit down for hours and and just enjoy the thing i
Speaker:mean i make games now because i loved i
Speaker:love games and making and making them it's just like
Speaker:a for me a natural part of that progression but um within
Speaker:that kind of um journey from player to maker i
Speaker:i find it and i've lost the player side a little bit and
Speaker:i i do struggle with that as i've mentioned like it's
Speaker:it's funny i've had it like bizarre bizarre yeah
Speaker:it's kind of like there's a double-edged sword to covering
Speaker:games as well because when you make a game
Speaker:work it it makes
Speaker:it difficult to balance the fun versus the the responsibility
Speaker:yeah that and that's something i've struggled with in the past of doing games
Speaker:coverage and reviews for various outlets that i've worked for And I usually
Speaker:avoid covering games I want to play because I don't want to have to write about
Speaker:the game that I want to play.
Speaker:And it's weird because like if it's a game I love, I'll happily write about
Speaker:it after I've been able to take my time with it.
Speaker:But that's also another side that I can bring this back around to fear zine.
Speaker:One of the things with fear zine that we're not uh we're
Speaker:not worried about trying to be the first to the scene because
Speaker:i feel like that's another downside to
Speaker:the current industry with the whole like first mentality
Speaker:and that's that was a struggle that i had to deal with was that getting out
Speaker:there first getting out to everyone being the first person to cover something
Speaker:being the first person to say something about something and that's not something
Speaker:i'm worried about with fear zine yeah because we're not about that the whole
Speaker:idea with fear z because it's a magazine is,
Speaker:you're getting a magazine it's impossible for us
Speaker:to be 100 timely there's no way for us to actually get coverage out on something
Speaker:within you know minutes or hours of its release because it's just not possible
Speaker:and we we talk about this a little bit on the website i actually did like a
Speaker:post on the website about this um because i posted something about fear the spotlight,
Speaker:and how I wanted to just say I think Fear the Spotlight's great but I'm not
Speaker:here to tell you that because I'm trying to be the first to the market to say
Speaker:play this game I'm just saying I think it's great wait for our full review in the magazine and.
Speaker:It wraps back around into the nostalgia of magazines and physical media and like,
Speaker:disconnecting from this state that we're in yeah i'm if you have any idea what
Speaker:i'm talking about anyone listening yeah no i do like you and anyone else you
Speaker:know this yeah if this is kind of constantly the instant gratification thing
Speaker:yeah i thought like it for me it's like um,
Speaker:because i have to constantly feel productive it's a
Speaker:it physical media and
Speaker:a magazine where you can go away and read things nicely because
Speaker:you can take it anywhere you don't need to be connected you know
Speaker:if if i've got something um you know on
Speaker:a computer i'm trying to read i've got a hundred other things
Speaker:going i've also got access to you know my work at that
Speaker:point so i find it very hard to you know as we're saying i don't know
Speaker:if it was i had this conversation you know
Speaker:listen to music while we work it's like it has to be ambient and stuff
Speaker:you know because if if i've got a magazine where
Speaker:we're words i'm not going to read it on the computer physically i can read it sitting
Speaker:down chilling with my dog type thing it's nice disconnected yeah that's the
Speaker:other thing too is the distraction level of everything when you're looking at
Speaker:stuff online or on your phone or on a computer or tablet the the amount of things
Speaker:that your brain is constantly trying to process and.
Speaker:That's i don't know what exactly
Speaker:the mentality is there as far as like how
Speaker:human beings are adjusting and uh kind
Speaker:of like evolving with technology but there's definitely
Speaker:this like you need to touch the grass kind of thing and i feel like
Speaker:that if you think about it yeah yeah i
Speaker:mean gosh um i mean evolution we've evolved
Speaker:so um and we've advanced so
Speaker:quickly we should probably like our brains and body and everything still
Speaker:um kind of um triggered and
Speaker:set up for running around you know avoiding lions eating
Speaker:us and things like that but now we're like sitting in front of devices
Speaker:you know having all these things blaring in our brains giving us dopamine hits
Speaker:very easily so yeah you know not to mention the simple fact that there are so
Speaker:many games coming out nowadays like especially horror games the horror genre
Speaker:is getting very flooded which is great in a sense It's a great problem to have,
Speaker:but also it's incredibly overwhelming to have to think about,
Speaker:I have all of these games that need to be covered and put out and trying to
Speaker:hit deadlines, especially the speed and the volume.
Speaker:You know, especially for us being a small kind of independent team,
Speaker:there's no way we're going to be able to keep up with some of the larger outlets
Speaker:and those teams. Oh, yeah.
Speaker:And you've got to, and like I imagine like if, you'll get so many people reaching out to you.
Speaker:If everybody starts reaching out, It's going to be impossible to manage.
Speaker:You're going to have to let people down, so to speak.
Speaker:Sorry, not this time. And that's another difficult, I imagine,
Speaker:issue that you might come across.
Speaker:Oh, yeah. We're trying to make sure we're getting coverage for as many people as possible.
Speaker:But there's a fine line to that. There's only so many slots per magazine.
Speaker:And we're trying to find the best ways to evolve around then.
Speaker:I still feel like it's important for us and what we're trying to do to embrace
Speaker:the fact that we're not going to be first.
Speaker:We're not going to be the ones that are like out there screaming from the rooftops
Speaker:because, A, we're a magazine again.
Speaker:And B, you know, there's the influencers out there with hundreds of thousands,
Speaker:if not millions of followers.
Speaker:They're obviously going to be the first ones out there screaming and yelling
Speaker:that everyone listens to or hears first.
Speaker:But if you're not the person who if you're the person who watches
Speaker:or sees those influencers and go this person's
Speaker:ridiculous i want someone i can trust this is
Speaker:where a magazine or someone who's had their ability to take
Speaker:their time spend time with the
Speaker:game think about that game and write a piece that wasn't rushed and wasn't hurried
Speaker:to get out there as quickly as possible and that's another thing for me just
Speaker:my own sanity i want to be able to take my time with things yeah i'll be able
Speaker:to digest the products and the games and the experiences,
Speaker:is if i don't what am i giving you when i spit out an article or i spit out
Speaker:a review of just i jam through this game as fast as i can and this is what my
Speaker:experience might have been even though that might not relate to you at all no
Speaker:completely yeah that makes sense yeah yeah that's interesting.
Speaker:All right yeah um,
Speaker:just double checking i uh my little flubbing here i'm gonna i can't miss.
Speaker:I'm reviewing like i have like some basic questions that i get into we've kind
Speaker:of covered on oh there's a good one,
Speaker:all right so you love horror games right mm-hmm yeah
Speaker:you're gonna make a horror game or you're working on a game what are
Speaker:some of your uh greater influences for horror outside of
Speaker:the medium of games okay i mean
Speaker:that's for me um so i love horror
Speaker:films and one of the reasons i love horror games because i
Speaker:love horror films that got me into the horror games because i was
Speaker:um my grandparents were a bit naughty and
Speaker:let me watch um horror films when i was like seven because they
Speaker:um they didn't own a video shop but
Speaker:um one of their um i think
Speaker:my uncle or auntie owned a video shop and they had lots of
Speaker:horror films in so when i was like seven or
Speaker:eight i watched uh freddy krueger um nightmare before elm
Speaker:street sorry i watched nightmare before christmas with
Speaker:my daughter the other day and that's even that's in my brain um yeah um so i
Speaker:watched that um so that's always like been a huge influence a lot of stuff so
Speaker:like a lot of older 80s slashers and um horror films from that era where it's
Speaker:like kind of over the top gratuitous gore slasher type stuff is always.
Speaker:I don't know why but i find that very comforting to
Speaker:watch those types of films um but yeah so like films um
Speaker:gosh my brain's gone blank i mean all the
Speaker:popular john carpenter films and a big big influence on
Speaker:the bagman is is soundtracks i always love listening to
Speaker:john carpenter just music in general there's like
Speaker:ambient soundtrack yeah oh yeah so good yeah
Speaker:i like i can't remember the band that did the it follows
Speaker:uh soundtrack as well there's a film called it follows and they've
Speaker:got a really good soundtrack for that um that film
Speaker:i can't remember what they're called uh but yeah so but a lot of uh john captain
Speaker:that and whoever did it um was a big influence on the soundtrack anyway for
Speaker:for the um the bag man but yeah um yeah so lots of like all the horror flashes
Speaker:and all that good stuff. It appears in the D, I think.
Speaker:I'm wondering if it's a band that I know John Carpenter's worked with before that I listened to.
Speaker:Oh, just Disaster Piece. Yeah, Disaster Piece. I thought it might have been
Speaker:Dance with the Dead because John Carpenter's one with Dance with the Dead, too.
Speaker:They're great as well. I really like Dance with the Dead.
Speaker:That's a whole separate tangent. um so yeah i was gonna say in a relation that
Speaker:when i was a kid i remember going to video stores and you see the old like vhs
Speaker:cover art for old horror movies that vhs cover was always so ridiculous,
Speaker:yeah and it was like oh i need to see what this is because of this image that
Speaker:they put on those boxes that were always like i don't know how to explain that
Speaker:art style like it's always like it's like, yeah, the 80s kind of style,
Speaker:poster style as well, wouldn't it?
Speaker:It's a lost art, so, yeah.
Speaker:Yeah, you look back at some of those old, like, 80s horror movies and early
Speaker:90s horror movies, and it's just.
Speaker:I don't know what those people were thinking when they come up with those designs
Speaker:and those styles but it captured the imagination and it made you want to rent
Speaker:that movie so oh yeah definitely,
Speaker:maybe that was it i suppose like it because back then it was like about it was
Speaker:all about like renting films that's how that's that's their earlier version of the thumbnail i guess,
Speaker:it's kind of like capturing the um the audience the customer's
Speaker:eye yeah it's kind of like if you look at the old like nes and uh
Speaker:other game cover art that people made especially
Speaker:like look into the old like megaman cover and
Speaker:how weird that looks compared to the actual gameplay yeah
Speaker:you shouldn't like so i've got megadrive games behind me
Speaker:i've got i've got a decent collection but it's probably about
Speaker:80 games or so but um but they're all like obviously you
Speaker:and i've got a few um american ones but the
Speaker:best if you ever look at look up meg um megadrive or
Speaker:genesis covers look up the japanese covers for the games for
Speaker:megadrive games they are over the top with how um
Speaker:cool they look like yeah i can relate that
Speaker:to um like godzilla i'm a massive godzilla yeah and if you look at the godzilla
Speaker:like box art for the u.s releases versus the japanese releases the japanese
Speaker:releases are so crazy and over the top and they're always these like incredibly
Speaker:detailed drawings of godzilla and whatever the other monster is and they're in these.
Speaker:Insanely exaggerated poses with all these elements
Speaker:and like effects and things going on and it's like
Speaker:what am i even looking at and then the cover version for
Speaker:the u.s is just like a screenshot of godzilla with like a background behind
Speaker:him yeah it's like oh yeah similar
Speaker:vibe with um japanese mega drive um covers
Speaker:yeah i need to look at that yeah i was gonna say for me too like i'm not big
Speaker:on the slasher horror movies but i i'm a big creature or oh yeah i love creature
Speaker:horror monster horrors and like you talked about how there's like um like a
Speaker:sense of peace watching those movies.
Speaker:I think that's fine like i some people like that's
Speaker:that works for you and um i'm sure
Speaker:there's non-horror people that might hear this conversation but
Speaker:what are they talking about that's crazy yeah i'm the
Speaker:kind of person like i was like you as a kid growing up i was fascinated with
Speaker:horror movies and if i watch the horror movie i'm like the more blood the better
Speaker:the more gore there needs to be a lot of bodies a lot of people need to die
Speaker:yeah i get what's the kill count i get annoyed if too many people survive at
Speaker:the end of the movie like ah not enough people died yeah.
Speaker:Definitely yeah it's always a little weird conversation to have it's like
Speaker:yeah but it's good it's good it's kind of like why you know john carpenter and
Speaker:like the thing is such a perfect like pinnacle horror movie because it does
Speaker:all of that it checks all those boxes and there's lots of gore there's lots
Speaker:of death there's lots of you know dismemberment and things and then you're left with like,
Speaker:maybe somebody survived like or maybe not
Speaker:maybe like because there's all the um is he actually
Speaker:uh the thing at the end and they don't know you know and i
Speaker:love that all that kind of stuff yeah they leave it open to interpretation and
Speaker:like you don't know for sure yeah that's
Speaker:great yeah one of the um the art briefs
Speaker:and not the music briefs i gave to the composer uh for
Speaker:the bag man um it was like literally the thing
Speaker:i think it was a thing um john captain in general and
Speaker:some of it follows soundtrack i said just make something
Speaker:that kind of has that vibe and it's like yeah so but
Speaker:there's a video that um so every year there's a guy called pigsy that
Speaker:does a compilation um of mega drive games that
Speaker:coming out are being worked on in that year and um the comments on there are
Speaker:quite interesting but the um the bag man was included in that and someone brought
Speaker:it up said oh this this this music's clearly inspired by the thing he did put
Speaker:the thing in quotation inspired in quotation marks i don't know what that meant
Speaker:is that positive or negative thing i don't know But yeah, it's like, oh, that's nice to hear.
Speaker:You know, again, it's nice to hear that someone like kind of got the vibe and stuff.
Speaker:Yeah. Picked up on that. Yeah. Nice. Yeah. You mentioned earlier too that you
Speaker:were doing classes or talks to like students.
Speaker:Yeah. So one of the things, this was like I mentioned earlier,
Speaker:kind of having like a mini breakdown.
Speaker:Well, it's only 23. Like, so obviously, you know, went to therapy and whatnot.
Speaker:And one of the things was like put myself, because I'm quite an anxious person,
Speaker:put myself into situations that, you know, I can work on that and stuff.
Speaker:So I've taken that to heart.
Speaker:And one of the things was, and it's also, you know, a positive thing,
Speaker:it's like, you know, trying to talk, do talks, professional talks and whatnot,
Speaker:and share some of the knowledge as well because of my background and starting
Speaker:a bit later in the gaming industry, that might be kind of helpful for students.
Speaker:So I thought, and I'll do a nice talk in, I think it's February.
Speaker:To a bunch of students about how I got into the industry and stuff,
Speaker:because if there's anybody that was maybe younger and maybe from a particular
Speaker:type of background, like I was, it's kind of helpful to hear that it's not always
Speaker:A to B to the final destination.
Speaker:There's hurdles, there's, you know, life's messy and you kind of get thrown
Speaker:around all over the place.
Speaker:So, yeah. So I'm looking forward to doing that. I think it'll be, it'll be,
Speaker:it's interesting for me from a learning aspect and also, you know,
Speaker:working on my anxiety and all
Speaker:that kind of stuff but also it'll be it'll be interesting just to kind
Speaker:of hopefully provide some good information for some young folk
Speaker:yeah good for you hopefully that will help
Speaker:you with your own personal growth and development as well as
Speaker:i can appreciate the notion for younger
Speaker:kids or students to hear that like it's never
Speaker:quite so easy you know and no that's an
Speaker:important life lesson to understand and learn that yeah
Speaker:life never goes as planned no it doesn't
Speaker:it it will throw horrible things up into your face and
Speaker:and you know and all even horrible stuff sometimes you
Speaker:just you know um what i wanted to be when i
Speaker:was 16 is completely different to what i wanted to be when
Speaker:i was like 21 you know like this i think um
Speaker:like from like 14 to 16 you change like massively
Speaker:from 16 to like 18 you change massively
Speaker:from 18 to 21 is she changed massively obviously
Speaker:in ranges so it's like you know i always
Speaker:find it kind of weird where people are meant to know what they want to be when
Speaker:like they're 16 because you know nobody knows that really yeah i still i can
Speaker:distinctly remember being in high school and talking to a guidance counselor
Speaker:and then being like what do you want to do when you grow up and i'm like i have
Speaker:no idea i was like i want to be a lesbian you know i want to be an actor all
Speaker:i knew was i liked video games.
Speaker:Yeah and here i am talking about video games.
Speaker:Yeah, mine was interesting. I was like, I want to work in video games.
Speaker:And she was like, oh, you're not very good at maths, though.
Speaker:And I was never good at academically anything. I really struggled with tests and whatnot.
Speaker:But it's like, oh, okay. So it's like guidance, maybe set me off in the wrong way. I don't know.
Speaker:But yeah, it's important who you speak to as well. Because you speak to the
Speaker:wrong person, they can really scuffle your thinking.
Speaker:I distinctly remember having that conversation with a guidance counselor
Speaker:in high school and saying like well i like video games and i think
Speaker:i'd like to do something with video games as i grow older and
Speaker:my guiding counselor like just right to my face was like but that's not a real
Speaker:career yeah that's not yeah you know because this is back in the day when video
Speaker:games were still in their infancy and still like not super popular yet yeah
Speaker:they went on billion pound industry and stuff yeah and like for someone to tell
Speaker:me like oh that's not a future to invest in like,
Speaker:way too mess up my life thank you you know
Speaker:like i could have started you know much sooner yeah definitely
Speaker:like um like because obviously when you're younger as well you
Speaker:think that older people know everything like i've hit 40 now and i'm still as
Speaker:confused and lost as i was when i was like 20 old people don't know shit you
Speaker:know but they have the power of um unfortunately kind of like um their words
Speaker:carry weight i guess to younger ears and stuff so i've always kind of.
Speaker:I always like to try and remind myself that you know what what i say can have
Speaker:a bigger impact than you know i think it does you know to especially to a younger person,
Speaker:yeah so it's important to remind remember that but i
Speaker:there's again there's another thing i find fun it's like i thought you'd
Speaker:hit an age i mean not you just know what you know life was
Speaker:about and stuff and it's like it turns out no one really has a clue
Speaker:we're all just faking it yeah yeah some
Speaker:better than others yeah that's a weird sentiment
Speaker:too thinking about like as i get older too and like i for
Speaker:years of my life i've always had this sentiment of i i
Speaker:get frustrated when people look at me and just like
Speaker:make this like you know you're just a dumb young kid who doesn't know what the
Speaker:fuck you're talking about meanwhile i have more life experience than some of
Speaker:these people who are saying these things to me because like i you know went
Speaker:into the military out of high school i've traveled the world i've been to more
Speaker:countries than most people have been to towns,
Speaker:you know, like I've got people who've never left their hometown telling me,
Speaker:I don't know what I'm talking about. And it's like, are you sure?
Speaker:You need to know about that.
Speaker:Yeah anyways lots of life lessons lots of things to learn and grow and it's
Speaker:it's to kind of like wrap up a lot of what we've been talking about in this
Speaker:uh discussion is the semblance of uh,
Speaker:you're always going to be learning and it's good to learn it you should
Speaker:always be striving for knowledge and learning and adapting
Speaker:and being flexible nothing's worse listen to
Speaker:people listen to everybody as well like um one of
Speaker:the things you know obviously there's a lot of younger people in the
Speaker:industry listen to them because they might be a junior or
Speaker:whatever but it doesn't matter because if you know they might bring fresh
Speaker:ideas and all that kind of stuff so it's always be open to listen
Speaker:to everybody it doesn't matter who they are or how old they are or anything
Speaker:like that yeah not to mention younger people are always going to learn new things
Speaker:faster oh yeah one thousand percent like that i mean i think about that as a
Speaker:kid when i grew up i was learning technology faster than my parents and there's
Speaker:kids now learning the current technology faster So then I'm learning it and I can't keep up with it.
Speaker:And that's just part of growing up. And as you age, how your brain learns things.
Speaker:I was the kid that everyone came to when they needed their stereo set up.
Speaker:You know, I knew how to do it.
Speaker:I act stupid now if anyone ever asked me to fix anything.
Speaker:I don't tell people I work with computers at all. It's like too much to help and troubleshoot.
Speaker:But yeah, it's like another aspect of always learning as well is at least,
Speaker:it keeps your brain a little bit flexible.
Speaker:So you slow down the rate that you learn stuff, the speed that you learn stuff
Speaker:kind of doesn't, you know, just drop off a cliff, which can happen if you just kind of stop learning.
Speaker:It's good for mental health, you know, in general, and keeping your mind sharp. Yes.
Speaker:Always learn that. Always learn. Okay. Let's see.
Speaker:I don't have anything else specifically.
Speaker:Before I give you like the closeout, like, you know, just give us one last pitch for your projects.
Speaker:Is there any other like topics you'd like to touch on before that? No, not at all.
Speaker:Hopefully we've not covered anything that's not appropriate or anything like
Speaker:that with the mental health. So, you know.
Speaker:I think it's fine as long as we're keeping it kind of like in good spirit.
Speaker:Friendly. Yeah, because I don't want to depress anybody.
Speaker:But that's like keeping it on the notion of using it to empower yourself.
Speaker:Yeah and that's what i mean i you
Speaker:know i think this won't be in but like that's what
Speaker:i've done i took away a bad a really bad experience on like
Speaker:and i went okay how can i fix this and it wasn't very
Speaker:empowering it's to be fair it's led something so negative has led to a lot of
Speaker:positive you know what i mean within myself and also within um those around
Speaker:me as well you know like being a better person being seeking out better people
Speaker:you know it's all beautiful stuff I think that's a very valid point to even touch on and talk about.
Speaker:And I think that that's helpful for anyone that might listen to this to think about.
Speaker:There are going to be hard times, but getting through those hard times helps
Speaker:you grow as a person and the learning, you know, bring it back around to the learning.
Speaker:And I appreciate that. And I can hope that anyone else listening to this would
Speaker:appreciate it, that we go through hard times, but it's getting through those
Speaker:hard times that helps us develop.
Speaker:And it's just like one of the most important lessons of
Speaker:being successful is don't let
Speaker:the fear of failure stop you don't let
Speaker:don't let mistakes and don't let failures dissuade you because that's how you
Speaker:learn and that's how you grow i think grow from failure yeah i think i'm saying
Speaker:like failure is a beautiful thing you know the sooner you can fail like that
Speaker:fail fast you know they said this is the saying because you learn so much from
Speaker:failure and to be fair you You know, it's awesome to fail. And learn by doing.
Speaker:Don't be afraid to try. And I'll use myself as an example, you know,
Speaker:getting the magazine put on me and taking that challenge on.
Speaker:And I owned it. And here we are.
Speaker:Like, we're really pushing it.
Speaker:We're driving to make everything as cool as possible and make it amazing.
Speaker:You know, if you didn't already know, I've never made a magazine before.
Speaker:I've had no experience. you know for anyone listening like I took this project on knowing nothing.
Speaker:Nothing I learned by doing I learned by challenging myself and I took on the
Speaker:responsibility to just do it and it's like hey if it doesn't work no harm no
Speaker:foul and if it does fantastic you know and,
Speaker:we're really excited i'm super excited that i've got all of you guys here all
Speaker:you developers that are interested in being a part of this project helping us,
Speaker:and being on this podcast and you know
Speaker:discussing and sharing your experiences with me i personally find it incredibly
Speaker:interesting i hope others are going to listen to this podcast yeah yeah it's
Speaker:really interesting yeah listen to it and hopefully that works for you know the
Speaker:casual listeners outside of just developers because yeah you know obviously we want this to be
Speaker:something that everyone can enjoy and consume not just developers
Speaker:but again if it helps other developers that's great too
Speaker:and like if you're a developer and you're
Speaker:listening to this conversation say hi you know if you want to get involved if
Speaker:you want to be a part of this if you want to exactly if you want to hang out
Speaker:if you want to chat if you want a whole horrifically wholesome community to
Speaker:be a part of and collaborate a little honor when you say that comes up The little,
Speaker:like, the more you know. Yeah.
Speaker:I need my, like, building horror little, like, talking skull,
Speaker:like, flying across the screen.
Speaker:That'd be great. Yeah. But, yeah, I'm going to give you one last chance here,
Speaker:Nate, to share where people can find you, your projects that you've worked on,
Speaker:how they can best maybe support you if that's an option right now.
Speaker:Yeah. And then I'll include any of those links in the description. yeah i
Speaker:think so most of my links are on badtasty.com um
Speaker:i'm working i'll start with what i'm working on i'm working on a
Speaker:point-and-click horror game for the mega drive so
Speaker:it's beautiful pixel art it's point click
Speaker:but with like actually stealth um moments it's
Speaker:a slasher i'm going to try and add lots of gritish score in there as best
Speaker:i can for with 60 bits um the artist
Speaker:i'm working with is really good um and yeah
Speaker:and if you want to support me badtasty.com there's a patreon there
Speaker:um all anything raised there goes straight back
Speaker:into the game so at the moment i pay for stuff via contracting
Speaker:um any extra money after bills and stuff goes into
Speaker:paying freelancers for art music that's the
Speaker:thing i can't do that um yeah so
Speaker:and that costs obviously money and stuff but yeah but there's no pressure to
Speaker:um you know give me money just to keep contracting it's
Speaker:very fun project and yeah and check out
Speaker:the videos and yeah i'm i'm i hang around on
Speaker:the 13 discord so i'm always there for
Speaker:chatting to i like listening to the other developers talk and all the cool stuff
Speaker:that goes on there so yeah nice yeah again i i'm sure i've said it already but
Speaker:that's one of my favorite things about this community seeing the collaboration
Speaker:seeing the discussion developers talking to each other developers talking to
Speaker:fans fans and developers you know cats and dogs.
Speaker:I like you've got like streamers and you know social media folk there as well
Speaker:which is very useful because like obviously indie horror that that kind of relationship
Speaker:with streamers is super important as well and that's something we hope to build
Speaker:upon too in the future is getting and.
Speaker:Community linked in too with the the streamers
Speaker:the content creators and that's you
Speaker:know opportunities there that we're looking into and working with
Speaker:and we're trying to build those relationships and um we're
Speaker:i'm always reaching out to people that we
Speaker:think can help us expand and grow our community more
Speaker:and serve the developers as
Speaker:well as the games and that's we're creating resources we're
Speaker:creating these ways and places for people
Speaker:to come together and collaborate yeah and like
Speaker:if you need a streamer to play your game and they're like
Speaker:oh yeah sure i'll do it you know i'm right yeah yeah why not
Speaker:you know free marketing essentially like um yeah what
Speaker:i was saying earlier is like you know you want to prototype your idea and
Speaker:you want to get into people's hands as early as possible just to get some feedback you
Speaker:know if you've got a community there of literally people that.
Speaker:Love indie horror you know that's your target audience there
Speaker:and if it's you know obviously a lovely community um um
Speaker:you know it's it's that that's your feedback you
Speaker:know straight away and you get some honest feedback as well because everyone seems to
Speaker:be on the ball um and you're honest and wholesome yeah
Speaker:so it's cool yeah and i'll say this too if
Speaker:you're listening and you're a developer who looks for
Speaker:feedback and playtesting that kind
Speaker:of thing i myself have done quite a bit of that
Speaker:already i know there's others in our community that are willing to do that
Speaker:um i'm very much understanding of
Speaker:like you know your game might be in a very early state people
Speaker:always get really hesitant to share those things yeah i every time i've done
Speaker:any kind of play testing people are always like just remember like this isn't
Speaker:finished and i'm like i understand the same thing you know like i get it yeah
Speaker:and uh like i still laugh about one of the games that i did coverage for in
Speaker:the first issue it's it was a very early build and they're telling me like.
Speaker:Go too hard on me don't judge this too harshly it's just scribbles on
Speaker:a napkin that quote like scribbles on a napkin
Speaker:and i played it and it was like a full-fledged demo and i'm like how are
Speaker:you calling this just scribbles on a napkin it's like it's really well made
Speaker:it's really solid and then like i i'm very
Speaker:happy to provide feedback from my experience playing
Speaker:the game and be like oh like this didn't seem right
Speaker:or this was broken or there was a mistake here or something
Speaker:and they're always like oh my god i'm so sorry i'll fix it i'll fix it i'm like it's fine
Speaker:like i'm not i'm not gonna go running to the internet like this game's
Speaker:trash yeah yeah no
Speaker:is that is always scary yeah yeah but i
Speaker:suppose it's because the uh like dynamic would be like a reviewer as
Speaker:well like so maybe that worries me a little bit but yeah that's not
Speaker:us yeah no that's not you wholesome exactly
Speaker:we're not here to bash things i yeah it's a
Speaker:part of our our like um mission statement
Speaker:and our whole thing that we're going for
Speaker:that i'm not looking to bash anything i'm not
Speaker:looking to tear apart anything or tear down anything i genuinely
Speaker:want games to be great i want to have fun with them
Speaker:i want them to be fun i would rather help you
Speaker:make your game better rather than tear it apart yeah
Speaker:like i i don't like toxic negativity no i don't like click bait i don't like
Speaker:people who are making thumbnails or titles just for clicks nothing irritates
Speaker:me more than that kind of stuff of negative garbage of like,
Speaker:oh, this game's trashed, and I click on it, and they'll like.
Speaker:All they do is tear something apart. Yeah, there's no beauty in that.
Speaker:Yeah, I'm not. I would rather help you guys make better games.
Speaker:Yeah, yeah. And that's a beautiful thing. Thank you.
Speaker:Yeah, so with that, thank you again, Nate, for joining me. Thank you for everyone. Yeah.
Speaker:Sorry to interrupt you. Thank you, Nate. Thank you. Yes, there we go.
Speaker:Lastly, just to close us out, this is Building Horror for Fearzine Magazine.
Speaker:If you are interested in being on this podcast, feel free to reach out to us
Speaker:if you're in the Discord or you can reach us on our email. We have contact at
Speaker:fearzinemagazine.com.
Speaker:We're looking to collaborate with game developers in any way we can,
Speaker:as well as, you know, coverage and growing the magazine, growing our website, growing our community.
Speaker:Be a part of our horrifically wholesome community.
Speaker:And with that, thank you everyone and we'll catch you next time.