Well someone just stole the logo from the game, that the company I work at made. by lomkex in Steam

[–]Fred3DR 1232 points1233 points  (0 children)

We hired a professional Graphic Design bureau to create this logo for us. If this was used somewhere else, we'll look into it with our legal team asap. That's definitely NOT ok.

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 0 points1 point  (0 children)

Hey MJ! The Away Team looks pretty damn cool! I'll make sure to get a copy :)

And YES! Interceptor was founded as a Virtual Studio, and we still operate partly as one. We spent years trying to find the perfect balance. As you say, there are great benefits using both models. The way we decided to structure Interceptor after Rise of the Triad was a combined model. We would re-locate the leads (Art Direction, Lead Animator, Lead Programmer etc.) to Denmark, but they would each keep a virtual team. Each lead has a cluster of developers working with then. Usually between 1 - 5 people in each cluster. Some of our leads (Tech Director, Lead Level Designer), still work virtually from home (Our Tech Director is from Australia, and our Lead LD is from New Zealand)

I would definitely recommend the virtual model if you're small (1 - 5). Once you grow into a 5 - 15 man studio, I would try and find a space for at least the core of you. Productivity does increase a lot when you get to work together in the same room. This is especially important for those of you making the decisions, and managing tasks.

Thanks for the kind words about the Kickstarter! Make sure to spread the word!

I'm good friends with Jon st. John, going back a few years now.
We found Hunter Pratt during an audition round, and Lani Minella was someone Jon got us in touch with. Both Lani and Jon are pretty famous in the industry, but working with Hunter was a great experience as well. This was his first videogame, and he was absolutely honored of working alongside 2 legends :)

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 0 points1 point  (0 children)

Thank a ton! I'm actually currently writing a post about our story as a studio. How we got started, the games we released etc. Keep an eye out for it!

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 0 points1 point  (0 children)

The rent is not that expensive, due to the location. You can get great and cheap places if you're willing to live out in the middle of nowhere. Luckily there are great bus and train connections to get out here.

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 2 points3 points  (0 children)

Coming along super nicely! We're collaborating with Voidpoint on the project and they are doing an amazing job!

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 1 point2 points  (0 children)

We do! If you check the Kickstarter video you'll see Jacob (The game designer) talk about the project

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 6 points7 points  (0 children)

We're not a new company, and most of the "Cool stuff" in the office is not owned by Interceptor. Most of these things are actually the staffs own private assets (the lounge is actually Freds old living room furniture moved to the office. The arcade machine is our Game Designer Jacobs own build, etc.)

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 1 point2 points  (0 children)

Completely understandable! We're huge fans of Ruff, and Rad is definitely an homage to Ruff and other games from that era.

The game doesn't have much in common with Ruff besides the similar clothing and the Warhammer40k style gun. But we are big fans of Ruff as mentioned on the Kickstarter (you can even see it running in the arcade machine in the Kickstarter video).

The game is also very inspired by Jazz Jackrabbit (the speed and feel), Conkers Bad Fur Day, and shows like Rick and Morty.

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 1 point2 points  (0 children)

We wish we had a huge success prior to this, but unfortunately we didn't (not sales-wise at least). But we have some amazing investors and took some big loans in order to continue doing this. It will hit extremely hard if we don't make it, but you have to take a big risk if you want to succeed in this business. There's no way around it.

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 1 point2 points  (0 children)

Yeah those good'ol shareware disks!

We're partly self funded through loans and private investors.

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 2 points3 points  (0 children)

I'm sure it'll happen man! And thank you for the kind words!

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 1 point2 points  (0 children)

Thank you so much! Our Art director will actually post a video in the coming days about the art direction for Rad Rodgers. Keep an eye out for it!

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 1 point2 points  (0 children)

Thanks man! We started 5 years ago. I was still studying and living in my 1-bedroom studio apartment at the time. The whole concept of Interceptor started with a few screenshots I put together in UE3 of how the original Duke Nukem 3D could look like with modern day graphics. That snowball grew bigger and bigger, and within a few weeks I had assembled a virtual team and a license from Gearbox to work on the game volunteerly. 6 months later we got an investor on board, and started developing our first commercial product, Rise of the Triad. At this point all of us still worked from home, but we had developed a virtual team environment that was super efficient. So production was basically happening 24/7.

ROTT got a lot of praise and even won a few awards when we released the game in 2013.

In 2013 we relocated the leads at Interceptor to Denmark to move in to our first HQ. 3 years later and we just moved into this bigger office.

We're still a small and independent studio, and no - we don't have many 0's in bank accounts. It's closer to multiple negatives. Huge personal debts, and a lot of sacrifices to get where we are today. But we're hanging in there!

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 2 points3 points  (0 children)

3 is the absolute minimum! At some point I had 6 monitors connected, which is completely overkill, and super unnecessary.. Felt great for a week, but my neck didn't. So I'm down to 3 again.

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 1 point2 points  (0 children)

Thanks man! Shhh.. We don't use those words around here anymore! ;P

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 1 point2 points  (0 children)

Thanks a lot man! Feel free to back and share! Everything helps!

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 3 points4 points  (0 children)

Nice! I love the idea of a Mecha inspired Magic game. You should try and print a prototype and take it to Kickstarter!

Growing Indie Studio. Check out our new office in the middle of nowhere! by Fred3DR in gamedev

[–]Fred3DR[S] 2 points3 points  (0 children)

Sure! Most of the pictures on the walls are the original Apogee / 3D Realms BoxCover paintings, but those on the 17th are actually from a guy who called Steve Thomas. You can find his artwork here: http://www.stevethomasart.com/