Interview with Roger Heal, Co-owner at Whistling Wizard
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?
Roger: I'm Roger Heal, Co-owner at Whistling Wizard.
What is your background?
Artist/animator. Now lead design, art, animation, story on Rose and Locket.
What made you decide to journey down the path of game development?
I have been an artist all my life and as a kid loved playing games such as Lucas arts Outlaws, Oddworld series... I eventually ended up studying film and animation where I meet Ryan, Co-owner at W.W. We hit it off and after my first year Diploma I decided to venture out on my own into game development. I loved the idea of having my art in action. Ryan and myself reconnected, started the journey of W.W and here we are now. But yeah definitely the games of my childhood was a huge part of it. Also just thinking of the game space as a platform for a few new design ideas that I had been developing over the years.
What previous games have you created/worked on?
Ryan and myself have had a range of prototypes which we never expanded on. It was all working towards getting as skilled as we could. Apart from that just a little simple tester app title called Hyper Crimson.
What are the core concepts?
Not to shy away from who we are, to test new waters. Overall be as authentic as we can. And mostly, hopefully create impactful moving games. Do a lot of design fusion. Mostly just go all in on passion and creativity.
What were your inspirations?
I have a lot of inspirations from Mike Mignola's Hellboy. Genndy Tartakovsky's Samurai Jack. Frank Fazetta's work. Ashley Wood. 90s gaming and cartoon series, GameBoy Advance titles. Megaman Zero series. Zelda Minish Cap. Aria of Sorrows Castlevania. Metroid Fusion. 90s Capcom, Marvel vs Capcom games. All that type of stuff. Generally an interest in bold strong art design overall.
How long have you been working on this game?
We have been on Rose and Locket roughly five years. Half of that time was still working nine to five jobs. Then came the publisher deal and setting up the company. Been a lot happening alongside the actual game. Definitely settled into everything now which is nice. On to grander adventures 🙂
What is it like to have the game showcased at events such as PAX Aus?
Showcasing at Pax was amazing, first big convention for us and the response was great. We definitely didn't expect the reception and kind words/support from everyone. Was a massive moral boost for us. Looking forward to coming back this year. Massive thank you to Code NZ from bringing us over and to the fans that checked out the game.
What is it like being part of the New Zealand contingent of indie games showcased at PAX Aus?
Pretty proud, it was wicked seeing the NZ teams out there. Everyone did awesome! I have always said NZ is the best spot in the world so it was amazing to represent our home in any small way we could. It was definitely not lost on us. Yeah, just really proud.
What advice have you got for upcoming game developers?
Enjoy the journey and make sure you experiment while you are in the early phases. It's your time to figure out what you like and don't. Passion counts for a lot in my book so when you do commit to making your move into the more serious development space, design/develop something your really love and have passion for. The passion put in will show on the other side. It's what is put in that you get out.
What advice have you received that you have held on to throughout your journey?
It's kind of a mission statement I set years ago. Stay true to who you are. Be true to the passion and love what you do. Don't sell what was real into something that is not. Be yourself as that is generally the right path.
Have you had any mentors in the gaming industry?
Not exactly, we were pretty quiet for a lot of years so just working away behind closed doors. It has been nice now however talking to other teams now we are out and about. You definitely find the same frustrations and concerns out there. It's definitely encouraging.
How many PAX Aus events have you attended (as both a developer and as a regular attendee)?
This will be our second attended, both showcasing the game.