Friday, April 10, 2015

Interview: KupoGames

     So this week I'll be posting a message interview I had with game maker Matt Roszak, also known as KupoGames on DeviantArt.

     Let's get to it already.

     Q - How long have you been making games? What games have you released? How did you start?

     A - I've been making games for about 9 years. I've released the Epic Battle Fantasy series, and some spinoffs related to those, like Bullet Heaven and Adventure Story. I started off by making Flash animations for Newgrounds.com, and started learning to code at University, which helped me turn that hobby into games.

     Q - What is your favorite game aesthetically and why is that?

     A - Hmm, that's hard to say. I like games that create an effective atmosphere with very simple graphics and mechanics. Things like Cave Story or Super Meat Boy ooze with personality and memorable scenes. They're also very easy to learn to play, as the graphics are so clear and precise, and can explain the goals and mechanics without many words.

     Q - Your games have a very distinct visual style/signature, why did you decide to go with the way you did?

     A - My style came from artists and works that I enjoyed. So inspired by lots of anime and cute video games.

     Q - Do you think that the AAA game industry needs to focus more on good visual design and storytelling rather than simply improving graphics requirements? Any ideas on how to change things up?

     A - I don't really play a lot of AAA games, but when I do, the graphics are one of the best impressive parts for me. I think many AAA game go over the top with how much detail they put into some of their scenes, and would be more effective at conveying mood or mechanics if they simplified the graphics a bit and focused on what they were trying to convey to the player. For example, I think Bayonneta 2 has a much better aesthetic than Devil May Cry. Both games are similar, but Bayo has a much more pleasing use of colors and more polished and consistent stylistic choices. I think it's also great to see an interesting story combined with beautiful graphics, like in The Vanishing of Ethan Carter. Obviously there's different audiences for different games, and I think the AAA industry is kind of forced to work on whatever sells rather than try anything risky, which is understandable. If you want to see new ideas, it's probably best to look to indie games.

     Q - What elements do you think make up a good concise visual design that can tell a story without words?

     A - Cutscenes and visual hints can tell the player what's happening. Little details in the backgrounds can tell you a lot of story info. Level design can teach the player the mechanics and goals of the game by forcing them to overcome new obstacles and rewarding them for doing so (Look at Super Mario Bros, Megaman or Super Meat Boy).

     Q - What's your favorite snack food?

     A - Pizza.

     That's it. I want to thank Matt again for taking the time to answer these interview questions for me.

     His games and animations are available on Kongregate, Steam, his DeviantArt page, Newgrounds, and a fair few other places.

     -Marc

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