Interview: Jools Watsham, Renegade Kid.
With their recent release Dementium: The Ward on the Nintendo DS, Renegade Kid showed that even a new, relatively small team of developers can produce a good game that pushes the boundaries of its platform. Jools Watsham is credited as the game’s director and producer, and had his hand in many aspects of the creation of the game, including the sound effects and level design.
Jools was good enough to share some time in answering a handful of questions I had after working my way through Renegade Kid’s first game. We talked about the flashlight, the Screamers, and the electric buzzsaw, and we even touched on their console plans on Nintendo Wii. Thanks to Jools for his time and answers, I appreciated the opportunity to get some more insight into this game’s development.
Stephen Munn: I appreciate your enthusiasm for this interview, and would like to thank you for taking the time to answer some questions. Firstly, congratulations on completing your first game, Dementium: The Ward. Can you talk about the ideas and influences behind the game?
Jools Watsham: Thanks! We’re very excited to have our first title on the shelf, and have it received so well by everyone. The basic idea when we first decided to develop what was previously known as simply The Ward, was to capture the creepy atmosphere of Silent Hill and Resident Evil and present it in a first-person perspective with some of the run-and-gun action of Doom 3. At that time we were not sure how much we could pull off on the DS. We are very pleased with the results.
SM: Would you tell us why the decision was made to make the player choose between flashlight and weapon, rather than allowing us to use both at the same time?
JW: A lot of people have moaned about that decision, but I haven’t read anywhere someone who has explored the alternative effects on the game. I believe giving the player the choice between illuminating the way ahead or equipping a weapon with limited sight adds tension. If every weapon allowed you to see as far as the flashlight does then the atmosphere would be broken, and a lot of the fear would be removed. There would also be no need for a flashlight, as it would literally only be there for effect and not function. Only carrying one item at a time is unrealistic, sure, but I think giving the player the choice between the flashlight and a weapon adds to the game a lot more than it takes away.
SM: The presentation level in Dementium is really very surprisingly high. How much time and energy went into producing such a well-optimized 3D engine on a platform like the DS?
JW: Thanks! Bob Ives, our technical wizard poured every ounce of energy he’s got into the creation of the engine over the period of about nine months. However, he had the beginnings of an engine that he’d been kicking around before we started the Dementium engine, which helped. I think the key to the “very surprisingly high” presentation level is also due to the creative team’s willingness to understand the limits of the engine/console and try to maximize on those features. Rather than designing a game off in la la land, and then trying to cram it into the DS, you’re better off learning what the DS is capable of first and then design a game that fits into that box. It sounds stupid-simple, but I think you’d be surprised how many developers don’t approach the hardware first.
SM: Please talk to me about the Screamers. Those things are really messed up.
JW: Yeah, I like the Screamers a lot. They are very different from the other enemies in the game. They’re tough, and they scream a lot. They’re very simple, but very effective. I wanted to make them quite challenging so they stick in your mind. Some say they are too difficult. You just need to know how to handle them that’s all.
SM: The sound design in the game may be its strongest element. The sound effects are credited to Jools Watsham… Excellent work, Jools, but what happened with the sound effect for the electric buzzsaw?
JW: Indeed, the electric buzzsaw is annoying. My thinking was that it sounded realistic. Real buzzsaws are loud and annoying, so why not? However, in retrospect perhaps it is a little too annoying. I should have toned it down a bit. Sorry about that!
SM: What was the greatest challenge you faced in the development of this game?
JW: Maximizing on our limited resources. Every day counted. So, one mistake could cost us an enemy. In the end it worked out OK, but it was a juggling nightmare.
SM: Was there anything about the end product that you felt missed the mark, or perhaps was disappointing to you as the developer? What about the game are you the most proud of?
JW: I am very proud of the game. I would ideally like it to be a little longer, and have a bit more variety in enemies and such, but I think it is safe to say that a game is never truly finished. There’s always something you could have added. I am most proud of the first hour of the game!
That received most of my attention. If I could have devoted as much focus into every step of the player’s journey that would have been great – next time perhaps.
SM: The end of the game seems to leave a big door open for a sequel. Do you intend to produce a sequel at some point?
JW: Everyone at Renegade Kid and Gamecock would love to continue developing Dementium titles, but it really depends on how well this version does. If you don’t own it, go buy it. If you already own it, buy another copy.
SM: Can you tell us anything about your upcoming project for Mastiff? Please?
JW: There’ll be another press release with more information soon.
SM: Do you have any plans to develop any home console games, or are you expecting to stick with the handheld for now?
JW: We love developing for the Nintendo DS, but we would also like to explore the Wii a wee bit. We are authorized Wii developers now, so expect a Wii game from Renegade Kid in the future.
SM: Thanks so much for your time, I appreciate it!
JW: Thank you!
Tags: dementium, gamecock, interview, jools watsham, renegade kid










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