Interview with PAX RISING Nullstar: Solus’ Developer - Dean Baron

By Drawza

Drawza: What is your background?

Dean: Very much a hobbyist and enthusiast turned developer. Always had an interest in the IT field, computers, consoles and gaming. I am also a huge esports supporter. So that has helped, I have been doing esports work in Tasmania for roughly 16 years alongside my pursuits in game dev.

What made you decide to journey down the path of game development?

Overall just an interest in games. They are such a unique art form in regards to its blend of various mediums. There is really nothing like it and that need to deconstruct these pieces of art is what eventually led me to game development.

What previous games have you created/worked on?

I personally have shipped over 10 games ranging from small mobile projects to games like our first major release ShapeVS which eventually led me to work on the CRPG Broken Roads which was released this year. I tend to just create and work on things to keep the mind active and look at what takes my fancy and what started as the prototype for Nullstar: Solus became our next major project. 

What are the core concepts?

For me it’s mainly will the game leave an impression. For my early mobile games it was like how can I put a twist on certain genres as I learn to program. As I became better it was more like what conversations and community interactions will the team's work bring out in people. So less game dev concepts but more personal concepts of how a game should interact with its audience.


What were your inspirations?

My friends and colleagues in the industry. Pretty much everything to do with games is my inspiration. You have a field that is touched by so many creatives you can’t help but be inspired.


How long have you been working on this game?

Work on Nullstar: Solus officially started in early June just after my time with Drop Bear Bytes and Broken Roads wrapped up. So as of now probably about 2 months part time (15 - 20 hrs a week) all up. 


What is it like to have the game showcased at events such as PAX Aus?

Amazing, a cop out word for sure but it’s hard to describe the sense of showcasing Australian games to the local Australian crowd. The people who attend PAX Aus have always been our biggest supporters and they are the ones I think of when I work so yeah it's truly an amazing experience. I have had the pleasure of showcasing internationally but homegrown events really are a highlight for me.

What advice have you got for upcoming game developers?

Play games. I do talks at schools and with local groups and a big thing is that people don’t really tend to play games. They have what they like but when you talk about niche indie experiences like the recently released Clickolding and Conscript they either don’t know or aren’t sure if they will like it. I aim to play and complete 50 games a year ranging from large 50+hr RPGS to smaller single session games because understanding what your fellow artists are doing will help you in your own journey.

What advice have you received that you have held onto throughout your journey?

Trust in the people you work with. That’s always stuck with me, if that person is an artist or producer or QA or any position they have been hired for that role as that is what their skill set fits so that would be the best advice I have held on to.

Have you had any mentors in the gaming industry?

I wouldn’t say I have an individual mentor or mentors but definitely friends who have kept me honest. I am very fortunate to be part of a community of such talented individuals with diverse knowledge in various fields that if I ever get blocked there is usually someone I can reach out to. To all of them I am eternally grateful. 

How many PAX Aus events have you attended (as both a developer and as a regular attendee)?

So my first PAX was in 2017 with my first studio and then I have attended pretty much everyone since (minus the COVID years). I have always been a developer as I usually come as an exhibitor or come for MIGW pending my schedules.

Check Out the Steam page for Nullstar: Solus


Be sure to check out Nullstar: Solus and other PAX RISING games

And make sure you check out PAX Aus 2024 in October.




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Interview with PAX Aus showcase winner Anti Citizen: Red’s developer James Turnbull