Interview with Jack, solo developer for Doomtide
BY DRAWZA
In the mayhem of the lead up to PAX Aus I missed some interviews and even though the convention is over that does not mean I can not post these. So if you went to PAX and missed this game, NOW is the time to check it out.
Drawza: Firstly, please introduce yourself and your game?
Jack: My name is Jack and I am a professional game developer with 18 years of experience. For the last 8 months I’ve been working solo on a game called Doomtide. Doomtide is a turn-based RPG with city-builder elements set in a flooded world of monsters and ancient horrors. You build out an island town, recruit heroes with their own unique abilities, and venture forth across the seas in search of wealth, knowledge, and power. It’s a mix of Sunless Seas and Darkest Dungeon with a hint of Sid Meier’s Pirates thrown in.
What is your background?
I started my career as an environment artist, but eventually transitioned into level and encounter design. I left AAA development for a bit and taught myself how to code, doing some indie games for the Oculus Rift and PSVR. I eventually ended up in New Zealand working for Weta Workshop as a Lead Game Designer on Magic Leap and more recently Tales of the Shire.
What made you decide to journey down the path of game development?
Sorta made that decision when I was 5 years old playing Super Mario World for SNES. Ever since then I knew it was what I wanted to be doing with my life. Can’t really imagine doing anything else - even if I was on a deserted island I’d probably figure out how to make a game with coconuts.
What previous games have you created/worked on?
The ones that would be familiar to gamers would be Tales of the Shire, Hytale, Dr. Grordbort’s Invaders, Headmaster, and many games in the Skylanders and Guitar Hero franchises.
What are the core concepts?
Doomtide is about city-building, party building, and adventuring in a spooky atmosphere. It focuses on building mood through its grayscale aesthetic and storytelling.
What were your inspirations?
Sunless Seas, Darkest Dungeon, Sid Meier’s Pirates, and Stellaris were my biggest inspiration. Special shoutout to the Garrison in Warlord’s of Draenor as well!
How long have you been working on this game?
A little over eight months of solo development.
What is it like to have the game showcased at events such as PAX Aus?
Exciting! And stressful! Haha, it’s a lot of work getting ready for the event and making sure the game is ‘demo ready’, but I’m excited to show it to players. Very honoured to be showcased amongst so many other great games!
What is it like being part of the New Zealand contingent of indie games showcased at PAX Aus?
New Zealand has such a talented developer community and I am very proud of the games created here; it’s a tight knit group who all want each other to succeed.
What advice have you got for upcoming game developers?
Learn how other disciplines work, at least enough to understand why they are valuable to game creation; from Producers, Artists, QA and everything in between they are all extremely important. Learn how to track your velocity and how to make yourself a development schedule. Learn how to be okay with being wrong and always approach everything with an inquisitive mind.
What advice have you received that you have held on to throughout your journey?
“If it’s not good, at least make it funny.”
Have you had any mentors in the gaming industry?
Not really in the sense of mentors but I’ve been privileged enough to work with some fantastic developers in every discipline. I’ve tried to learn what I can from them through osmosis.
How many PAX Aus events have you attended (as both a developer and as a regular attendee)?
This is my first one! :)