(ED: Thanks to Daniel Clark for his interview with Crackerjack Games. An Aussie indie dev that released Bar Nuts. Available on the iTunes store for free. Daniel is a freelance journalist who has written for IGN and WhatCulture. You can find him on Twitter @danieljohnclark or Facebook/daniel.clark)
Recently, I had the opportunity to have an in-depth chat to a couple of Aussie indie game devs—Tom Abrahams and Rich Rouse of Crackerjack Games—who provided a revealing behind-the-scenes look into the creation of their debut title, Bar Nuts, currently on soft release within Australia and Canada within the Apple Store (forthcoming worldwide).
DC: Tom and Rich of Crackerjack Games! I’d like to start with your gaming history—what were your first experiences?
RR: Experiences? Definitely Super Nintendo for me—probably even Nintendo: the duck shooting was probably my first real experience, and then I was right into the Super Mario series and all that sort of stuff. And then always had the latest console when it came out. But I don’t have a gaming background so much—I’m finance. I was stockbroking before I did this. It was as much the idea of building a business as it was building a game for me.
But for Tom though …
TA: Yeah, I’m a full blown nerd—just been a massive gamer since as young as I can remember. Then I got out of school and I was, like, I should probably get into something to do with business or commerce, or be a doctor or lawyer or something like that, and I did Commerce, and I just couldn’t imagine myself waking up and being like, ‘I’m ready to do some Commerce today—just super excited about it.’
And so I decided to do a gaming course at Deakin which had me doing databasing and stuff which wasn’t really related to making games, and then I went to a more specialised place, Qantm College, and did a design course there, and really enjoyed it, really loved it, and from that point, tried to get some work, couldn’t really find any, and heard some guy speaking at Qantm, just saying the best thing you can do is just band together with people you know at uni—there’s no reason why you can’t work together and make something.
And one day I got the call from Rich, who said he had a game idea and had heard I’d been studying game design; I knew an artist, and knew he’d be keen on doing something; and then we just needed to find a programmer to get the ball rolling.
At Australia’s first ever PAX which was held down in Melbourne, Daniel and myself had the chance to sit down and have a lengthy chat with the Asia Pacific Community Manager Jasper Nicolas.
We spoke all things regarding the Wargaming.net brand, from World of Tanks to World of Warplanes, the community on a global scale and bringing Australia a dedicated server which will activate at some point in the future.
We spoke so much that we’ll have to split this interview into two parts so you don’t have to digest too much info in the one hit.
This is an extremely belated interview but one that is jam packed with information.
I’d just like to thank Wargaming.net and hkstrategies for the opportunity to speak with Jasper who was truly insightful humble and extremely genuine. You honesty don’t see many like Jasper these days who love doing what they do day in and day out with so much passion.
Like most “freemium” games, Dead Trigger is free to download (145mb in size) and is completely free to play; that is, unless you have little to no patience and want to buy all the best weapons and items.
Sometimes, in the midst of the madness that is the Fall release season, (Spring-Summer for all you Aussie gamers) a game can stand out among the fray.
Tribes: Ascend is the newest, multiplayer-only iteration in the esteemed Tribes franchise.
Tackled by a new developer, Hi-Rez Studios, and going free-to-play, devoted fans have every right to be apprehensive about what some may view as a bad business decision.
Fans and newcomers alike will be pleased to hear that Tribes: Ascend not only impresses despite the pedigree of its background, but due to the simple fact that the game provides a fun factor rarely seen in a modern multiplayer game.
The game is currently in a closed beta stage, and OXCGN has you at the front lines: not only do you get to read our wonderful preview of the game, but we also have a giveaway in conjunction with our three million unique views celebration!
OXCGN is giving away a bunch of prizes to celebrate our 3 million unique views mark, which for an independent unfunded international multiplatform gaming site that started as an Australian Xbox blog isn’t too shabby a number at all.