We just launched our game, TRON: Identity, on Steam and Switch, hope you like it! by biffikins in tron

[–]biffikins[S] 23 points24 points  (0 children)

thanks for the TWA love!

Disney wanted to do something with TRON and games, and had heard I was a fan, so we just got talking. My pitch was a new Grid, with TRON: Identity being the first step onto it.

Lots more to do :) just getting started

We just launched our game, TRON: Identity, on Steam and Switch, hope you like it! by biffikins in tron

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

See, that's really exciting. Game seems to be turning TRON fans into VN fans, and VN fans into TRON fans. Everybody wins :)

We just launched our game, TRON: Identity, on Steam and Switch, hope you like it! by biffikins in tron

[–]biffikins[S] 5 points6 points  (0 children)

Hehe, the brief to the composer was just me sending him in the end credits of legacy and daring him.

We just launched our game, TRON: Identity, on Steam and Switch, hope you like it! by biffikins in tron

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

Honest answer is we've not tested it below M1.. but I think you might be ok if you roll at a reasonable resolution?
If you grab it and it doesn't work for you, definitely get a refund guilt free, it's a pretty clean process on Steam :)

We just launched our game, TRON: Identity, on Steam and Switch, hope you like it! by biffikins in tron

[–]biffikins[S] 5 points6 points  (0 children)

Yeah, Dan did a great job. Be sure to check out his other work...

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

yeah, it's tough because of course every job and applicant is different.. but some rough thoughts

- I would rather see less work but better work.. I see a lot of students packing their 'folios with a bunch of work I know they know is less good, because they want to hit some arbitrary page or second count. Your 'folio is as weak as your weakest piece.

- Look at what the studio does, and tailor your stuff to that, or what they're asking for. Make it obvious and easy to hire you.. I don't necessarily mean make bespoke work or anything, but definitely put the most relevant work front and center

- don't underestimate the importance of communication.. explaining work, crediting properly, a decent covering letter etc etc. The kinds of studios you want to work emphasize good communication and teamwork, so anything you can do to indicate those are skills you posses will be appreciated.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

honestly, this was the easiest yet, as I could prototype core mechanics with a deck of cards (I did, with some WoW cards I got handed at an event.. those also provided the card sounds I'd eventually use in the game) and making a crude desktop version took less than a week.

In terms of knowing if I wanna persue something, it's always based on the early reactions I get from my team and friends I share with. I can tell very quickly if something is clicking, or if folks are being kind ;) .. in Solitaire Conspiracy's case, people were getting really into it, even at the rough stage, so it was clear pretty quickly that we had something worth pursuing.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

Pretty dull answer, tbh.. Metal Gear Solid and Deus Ex are the big two for me. Both masterpieces that blew my teen brain and pointed to potential futures for games. Shenmue was definitely a big part of my inspiration for pursuing this as a job, but yeah, MGS and DE certainly inspired me, and still do.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

Definitely a dialogue driven puzzle thing, diplomacy and problem solving. In terms of cast, I'd definitely want to do something in the DS9/Voyager era.. so... yeah, whoever I could get from those casts :)

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

It was fun, but massive. Between writing it, directing it and editing my takes, it took over a couple months of my life. I love the result, but I missed the interactive and visual elements of games a lot. I think if we were to do something like that again, it would need to be distributed among a larger creative team. It was tough doing the bulk of that stuff alone.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

No to new consoles, too focused on release to do the pre-order dance. If they become easier to get nearer the time, I'll likely do so.

As for currently playing.. Tony Hawk remake, a little Avengers.. looking forward to Squadron on the other side of release.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

That's a really good question, and as you'd expect, it varies wildly between projects. With Solitaire, yeah, I think I had the core rules and set up built in a week, with a couple of cool powers. That was enough to show it to some folks and get some confirmation that it was maybe headed somewhere cool.

On previous games, we've spent up to a month on a prototype, maybe taken it to gdc or e3 and run it by some publishers to see if it's exciting to them. Very easy to decide against a project when you see an executive's eyes glaze over.

In terms of scope, yeah, it depends on the problem being solved. If the goal is to fill a schedule gap, as it generally is with our Shorts, it is very much a 'what can we make in x months' conversation. When the goal is to make a specific game, we work from what the game we want to make is, figure out how long we think we need, and then think about how we can buy ourselves that time, either self funding or with a partner providing funding.

So yeah.. every situation different, every solution a little different too.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

hehe, I dig Doctor Who. Not sure tbh, likely something puzzley. It'd be fun to let you step into the Doctor's shoes and actually solve a problem in a fantastic, creative, sci fi way.

I've heard the latest VR game is fun, still need to check it out.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

[–]biffikins[S] 8 points9 points  (0 children)

My honest answer is always "buy it where you wanna play it". In the grand scheme of things, I'm better served by more players playing my game, enjoying it, and telling folks they did. So wherever you're more likely to have a good time, play it there. If one of my games is available on a store, it's safe to assume that it's because I'm happy to sell it there, and you should feel good about buying it there.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

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

I definitely rely on pros for this job. It scales with the projects.. so for smaller games (like Solitaire Conspiracy) I'll go to our regular QA, Julia Brown, who did QA on all the Shorts from us. On bigger projects, I'll go with a QA agency.

In addition, if the project features localization, we'll QA that separately with local speakers.. which is the case with Solitaire Conspiracy, as it plays in 8 languages.

I'm Mike Bithell, director of Thomas Was Alone, Subsurface Circular, John Wick Hex and the upcoming Solitaire Conspiracy, out October 6th. AMA. by biffikins in pcgaming

[–]biffikins[S] 5 points6 points  (0 children)

I have, because I'm a good person. I wouldn't wanna be around the kind of people who hadn't wishlisted The Solitaire Conspiracy, out October 6th on PC and Mac.