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Whaaaaaaat?! You haven’t played Gamma Bros yet? The awesomely retro and most pixelacious entry in the Independent Games Festival of 2007? You haven’t doom surfed in Dino Run? And what about helping the cutest pixel rodent you ever saw locate every last crumb of cheese in Rat Maze? TWICE? Pixeljam, cats — learn well this dev because not only have they done great things in the past, their pipeline seems bursting with future win.

Jonathan Zungre and I caught up with Rich Grillotti and Miles Tilmann during GDC to talk of many things, and no, not all of them were as ridiculous as the headline indicates (just nearly). These guys are a great case study for any aspiring developers (as they managed to make the jump from hobby to full-time), and also…hilarious! Savor every unintended pun and crazy tangent…

Jonathan Zungre: So have you guys been enjoying the show?

Miles Tilmann: No, it’s been terrible.

JZ: You hate it?

MT: A living hell. It’s like a living nightmare.

Rich Grillotti: Nah, I like it. It’s awesome.

MT: Oh yeah, it’s been great. We haven’t had a lot of time to actually see the expo though. I mean, two years ago we had plenty of time because we had a booth.

Emily Balistrieri: Yeah, you were on it.

RG: And nobody really knew us, so nobody was being like, “Oh, you guys are Pixeljam!”

EB: Dude, I was psyched.

RG: Yeah, well you were ahead of the curve.

MT: You were like our first big fan.

RG: You really were. You were like the biggest Gamma Bros fan ever.

EB: Disclosure! Journalistic integrity now compromised!

RG: I trust that.

MT: Whups, yeah I don’t know the etiquette here.

RG: Yeah, we don’t know about that stuff.

MT: But this year, it’s been more just going to the sessions, and then just meeting up with a lot of people we’ve been talking to for years, but never actually met face to face. But you know everybody usually comes here so it’s just a good opportunity to meet them, see what they’re all about, see if they’re slime bags or not.

EB: *unclear*

MT: No we haven’t encountered any slime bags yet…

RG: Yeah everyone’s pretty cool. I like it.

MT: unless they’re really good at covering up, which I guess some slime bags really are, like the top-tier slime bags.

EB: The slimiest slime bags.

MT: The slimiest are like, professional actors and stuff.

RG: And we gave a talk, too, so we had to prepare for that for a couple days.

MT: The first two days was just preparing for the talk.

EB: It was a good talk.

JZ: Yeah it was. We got to see that….

JZ: So tell us a little about the early process you went through in making those first couple games. Just give some advice for people who really want to make a game and don’t know very much about it.

RG: Start very simply. Do a short game that doesn’t take a month or more to work on, maybe, just to get the practice. You learn so much each time around, you know? Every time you build a game you change the engine and change everything.

MT: Yeah, every time I made a game I thought, “I’m gonna use this engine for the next three games,” and then for the next one I would just scrap it and start over. But I didn’t really have any game programming experience before hand, so that was probably a big part of it.

JZ: Really? So what did you do? How did you learn?

MT: I just downloaded other people’s open source games and looked at their code, and then looked at tutorials for basic collision detection stuff and how to move things. It was really slow, that’s why –  I mean, Gamma Bros. took a really long time to make because it was the first game we ever made and I had never programmed anything like it before. So, we’ve been starting from the absolute ground up.

JZ: And you said working in a partnership, kind of a– What did you say? You said something like you have to work with someone who is like–

MT: Your complement. Yeah, I mean that’s been really important for us because you know, I’m probably more of like the rational dude, the programmer. Not to say that Rich isn’t rational, but you know…

RG: I’m like completely unrealistic.

Everyone: lol

EB: Rich is like foaming at the mouth right now.

MT: I’m a total tight-ass and Rich is utterly insane, so it works out.

RG: When it comes together, it’s kind of like balance.

MT: Yeah, it’s very balanced.

JZ: Did you have problems with trying to be too idealistic or too professional?

RG: With the client games, we’ve done…it’s been difficult.

MT: With the client work, yes. With our own games it’s kind of a problem, but not too much of a problem because we don’t give ourselves deadlines or anything like that. I mean some deadlines just pop up naturally because like, I dunno, going on a vaction has been planned for months, and it has to be done before that unless I want to work on it on vacation.

EB: Which defeats the purpose of that, really.

MT: Yeah, and I don’t want to have to think about it while I’m gone. But besides life’s natural deadlines we didn’t give ourselves any deadlines, so there was more room for — well, in the case of Dino Run it started so small, but then after we played the demo it was brutally hard and not fun. So, we spent the next six months making it more fun. Rich just kept on making environments for it.

RG: As much as Miles would let me.

EB: I was playing this morning before we showed up, and it was really fun. And I finally tried out the multiplayer, which is one of the things I wanted to ask of you, if working on the multiplayer for Dino Run is going to help you make co-op Gamma Bros 2.

MT: Oh boy…

EB: That’s me off in the sky, but…

MT: Yeah, I dunno. It’s pretty difficult to get flash games with tons of things happening on the screen at once working in multiplayer. I think that multiplayer usually works best for, not necessarily turn-based, but if there’s action, to have 50 things on the screen at once, and everybody has to see the exact same position of everything…I think it’s possible if you’re like some sort of coding genius; that’s probably why we’d have to hire somebody to do it. I would never want to do it. I think it would be amazing to be able to play Gamma Bros with someone else on the other side of the earth, like real time. It was kind of made for that, I guess.

RG: And the projectiles. They’re too fast… and things are just… too much action taking place at too high speeds to track it on network speeds.

MT: It might work on something like XBLA or something where…

EB: Yeah, is that something you’re looking at?

RG: I’d love to.

MT: That would be great, but it’s not something we’re actively researching right now. Every once in a  while somebody says, “Oh you should get your games on XBLA,” and we’re like, “…ok, would you like to help us do that?” It’s not as easy as it sounds, and we would have to hire a programmer to do it. I guess the Behemoth guys, they program in Flash, but then they spend the last years, I think, creating a compiler that will convert it all for them. So they’re much more gifted at programming than we are. So, one thing at a time.

RG: And then we may be able to get some kind of same keyboard co-op or vs.

EB: I have totally played same keyboard co-op with the original Gamma Bros with like a 7 year old. I had him move, and I shot — it was awesome!

RG: Yeah, that seems to happen a lot, like kids and their parents.

MT: That actually does work pretty well. But to get hot seat working where you’re controlling both ships is a little difficult because of all the keyboard conflicts. I dunno how many keys you can actually press down at the same time, and cancel others out so we have to figure that out, but it would be great. *unclear*

RG: Yeah, it’s perfect for it.

MT: If you plug in two controllers you could just map the controllers to all these weird keys that don’t conflict with each other, but that’s the only thing I can think of right now. Are we getting too technical?

JZ: No, not at all. I’m really interested. When you guys design a concept for a new game, how does that back and forth concept work? Do you just think of things you would like to draw? Like, where did the dinosaurs come from?

RG: I was sitting in a car driving to Burning Man — or like, I wasn’t driving, but I was in the passenger seat — and I was trying to think of these super mini-games that we could crank out really fast, and one of them — this word came to mind: Dino Run, and I drew some sketches of a dino running from stuff like a T-rex and a wall of doom, and tried to think of other things he might need to run from.

MT: Should I hold those photos up to the mic?

Everyone: lol

EB: I love doom surf — it’s awesome.

RG: Yeah, doom surf was an afterthought towards the end there. “We should give people a bonus cuz it’s really awesome to do this!” It just kinda spawned. And I’ll make little thumbnails and I’ll show them to Miles and *unclear* amongst another bunch of ideas, and usually one’ll be the most attractive at the moment.

MT: I think we usually both know when we have a winner.

RG: Yeah it’s been that way.

MT: There’s usually not a lot of debate on which game should be made or which character we should focus on. That’s how it was with the Gamma Bros and Rat and Dino, so… I mean, after he draws ‘em we just look at it, and that’s it — we know what it’s supposed to do.

JZ: That’s really cool. Tell me about that part about being brutally honest with each other? That’s something you said in your talk.

MT: Well, yeah, I mean it’s still something we’re working on. It was easier to do it, I think, when we were roommates a long time ago, because we had constant communication. But then we lived in different states, and then it’s a little harder cuz it’s just e-mail and Skype and stuff like that — we don’t communicate as much, but then when we did work for hire we realized we had to communicate so much more than we did for our internal projects, cuz there’s such an outrageous deadline, and it’s really stressful, and we can only put like 10 % of the things we want in the game. So then if we’re not completely honest with each other about how these decisions make us feel then somebody gets stressed out, or tense, or bitter — something.

RG: Yeah, sometimes Miles’ll just — I’ll present some stuff and he’ll just be like, “No, we can’t really do that,” and I won’t say anything and then I’ll present some more stuff an he’ll be like, “No we can’t really do that” and then–

MT: And he’s got like a voodoo doll of me.

Everyone: lol

RG: and then little by little — I don’t even realize it, but I’m just getting frustrated, and then some mental spin starts coming on that’s irrational and insane.

MT: And I get a pain in my kidney, like two states away.

Everyone: LOL

RG: And then all it takes is like, “So how’s it going?” to actually talk about how things are going.

MT: “I actually hate you right now.”

RG: How do we feel about having to go in and… that usually starts a good conversation, like, “Well actually I’ve been frustrated here and there, and I want to do this, ” and Miles is like, “Well, you just don’t understand. This is about programming” and I’m like, “Yeah, you’re right, I know. I don’t blame you; it’s just the situation.”

MT: And then we cry and hug.

Everyone: lol

JZ: That’s like a good show.

RG: A virtual hug.

MT: Is this like a drama, sitcom?

RG: And it’s also difficult to communicate sometimes cuz my schedule is way late and Miles’ is really early. So it’s almost like being on opposite ends of the earth, but we’re not even — same time zone.

JZ: But if you didn’t have that brutal honesty then things would fall through and you probably–

RG: Then we’d harbor resentment, and wouldn’t want to hang out or work with each other. We wouldn’t be happy, basically. But every time we talk and try to see things from each other’s perspective it really helps, cuz any arguments and judgments or resentments kind of dissolve because the facts are clear.

MT: That’s just good advice for life in general, really.

EB: Yeah, any relationship.

MT: But I think a lot of game designers are like, “Communication?” If they’re not working on big teams, they don’t realize how incredibly important it is.

JZ: Well how long have you guys been friends?

MT: Since like ninety… six?

RG: 12 or 13 years.

MT: 12 or 13 years, yeah.

JZ: Oh, wow.

RG: We were working together.  Before the game stuff we did Flash projects for clients for years; we did a lot photography…

MT: Kind of like a hive mind going on. At its best it’s like we usually agree about what needs to be done. We don’t agree about how it needs to be done, but we know what should be done, usually.

JZ: That’s cool. And what made you passionate about this in the first place? Why did you guys want to start doing this?

RG: Oh, I’ve always wanted to make games. I was a huge gamer. I was born–

MT: He was born in a game.

RG: I was born in a game and I eventually became self aware and found a way to materialize in the physical world.

Everyone: lol

JZ: This is amazing. This is an amazing story.

EB: Wow, good job!

JZ: This is a SCOOP!

MT: He’s never told anybody. He never told me either!

RG: Yeah, I try to keep it quiet. I don’t want the government coming to check me out, put me in some lab.

EB: You bleed pixels.

RG: I do, yeah, they hurt sometimes.

JZ: What game did you start in? Was it like a gritty game, a fun game?

RG: The first game we tried to start making?

JZ: No, what game did you become self aware in?

MT: Uh oh.

RG: Oh, oh, right, it was probably Adventure.

MT: He was the dot.

EB: He grabbed the key and suddenly the light shown down.

RG: Right, the bat took me to this place that I had never seen before. And there was this bright light, and then, as a block, I went towards the light, and then I could decide what to do and I was like, “Oh, be a human.” Came out here, it’s been all right. Maybe I’ll jump back some time and slay some dragons. One on one, face to face.

MT: That’s not a duck?

EB: The origin story…

RG: That’s a dragon…

MT: I thought it was duck.

RG: *unclear* without legs or anything. They’re…sweet. So I dunno. I’ve grown up with games and I really love ‘em, so I’ve always wanted to do it.

JZ: Have you guys seen anything at the festival, with the other independent guys, that has really inspired you?

RG: Yeah, there’s some cool stuff.

JZ: Where you were like, “Holy crap, I wanna do that,” or, “We should do something like that”?

RG: Well, I don’t necessarily be like, “I wanna do what someone else did,” but I do get inspired.

JZ: “We should steal that.”

MT: “I wanna steal that.”

RG: I saw this thing — it’s like you match three things and they disappear.

MT: I think it’s called Match-3. There’s like this new genre of game out now…

Everyone: LOL

RG: Yeah, it’s completely inspiring; we’re probably going to go in that direction for all our games now.

MT: And there’s like one where you own a restaurant, in a diner and you’re running really fast. You’re like, dashing through a diner.

JZ: So you dash?

MT: Yeah, it’s like Restaurant Rush or something like that.

JZ: I heard about this game where you line up blocks and then they disappear? You should check that out. It’s hot and new.

RG: All this kind of stuff is just really hot right now. No…

RG: Did you go to the Experimental Gameplay?

JZ: Yeah.

EB: All two and a half hours!

MT: To me that was more inspiring than any of the other stuff.

RG: Yeah, working with the shadows as platforms, moving the light sources — that was brilliant.

JZ: Was that your favorite out of the ones that you saw?

MT: I think my favorite — I can’t pronounce his last name, but his name is Daniel — and he made the Storyteller and Fate games.

JZ: Is that the one we were talking about?

EB: Yeah, with the moon.

JZ: The moon, yeah, that’s incredible.

MT: Well in the Storyteller one you’re altering the beginning to change the middle and end, but you can alter the end to change the beginning.

RG: Oh, that one, three frames. That was amazing.

JZ: That guy’s hair was ridiculous — shaved and then on one side a swoop.

RG: He’s a really nice guy. We met him last night at the *unclear* party.

MT: That’s how they roll in Europe. [Daniel is actually from Argentina. - Ed.]

JZ: Do they?

MT: Yeah, I think it’s like old people have that hair style over there.

JZ: Pass it down from generation to generation.

MT: It’s like his family hair. He inherited it.

EB: Ohhhhhh, ohhhhhh.

JZ: Can’t grow it any other way. What? Oh, “in-HAIR-ited.”

MT: Ohhhh no!

JZ: Was that intentional?

MT: No, that wasn’t.

EB: Yes it was!

MT: No, it wasn’t, it really wasn’t.

EB: Take credit!

MT: Ba-dum-bum.

RG: So I always liked, well, Cortex Command is just out of control awesome. Are you familiar with that one?

EB: I haven’t played it…

JZ: It won two awards, though, right?

RG: It’s like, super destructible pixel environment. Awesome amazing graphics.

MT: He’s been working on it for like seven years.

RG: It’s great — I just wanna go play. That’s one of the games I really wanna go play some more. There are so many good ones this year, really impressive. When Gamma Bros was here two years ago, it was good stuff, but this year I was like, “Damn!” you know? It’s really steppin’ up, and that’s great. We’re really happy.

I liked in, I think it was the first talk at the IGS [Independent Games Summit], Ron Carmel, I think? He put it out there right away, like we’re not competing here in this indie business, the independent game scene. It’s very friendly and fun, and it’s great if everyone succeeds; and everyone’s doing their own thing, so it doesn’t feel like to me a competition at all.

MT: Until everyone’s rich.

RG: Yeah, once the money starts rollin’ in, ideas start becoming scarce cuz everyone’s drying up.

MT: Rar, no more sharing.

RG: Who knows? But I like this collaborative environment between companies.

JZ: Does it feel like a family?

RG: It does.

MT: It really does, yeah.

RG: A strange family.

MT: And we don’t have Thanksgiving together, or anything, but you know…

RG: Not yet, that’ll be the indie biz thanksgiving dinners.

EB: That would be actually really awesome.

JZ: That would be really cool, actually.

EB: The indie dev Thanksgiving…

JZ: Cranberry sauce!

RG: That would be amazing.

EB: We could have it at my house!

RG: That would be a big ol’ table.

MT: Can you fit like 150 dudes? And a few ladies?

EB: Uhhh…we could have it at Dolores park.

MT: Yeah.

RG: Oh, you know, I liked You Have To Burn The Rope a lot.

JZ: Yeah, what did you think about that? What do you think the significance of that is? Or is it just something that’s quirky just to be quirky.

RG: It’s just… it’s fun! I dunno.

MT: You have to burn the rope! You have to burn it!

JZ: That’s it!

EB: It really is.

RG: It’s like a joke and it’s a commentary.

JZ: You think it’s a commentary?

RG: Sure, yeah.

MT: About rope burning…

JZ: About songs…

RG: I guess it’s like, on the puzzle aspect of games. It just helps avoid all the frustration of trying to figure something out that’s kind of cryptic. I dunno.

MT: Maybe all games will be like that one day.

JZ: Really ridiculously easy and short.

EB: And the instructions will just be on the screen to tell you.

RG: I kind of wish they had many levels. Like, I like that it’s simple and one level and it’s over, but it would’ve been great if the next level was, “You have to jump on its head,” or… telling you exactly what to do, see how much fun it would be like ten levels from then.

JZ: If you kept on getting told what to do.

EB: You have to grab the key.

RG: If it would actually remain fun. Right now it’s kinda novel. It’s just a good art idea.

JZ: I was thinking about maybe it being a commentary about how games reward you really well for doing really easy things (You know what I mean? You always become the hero for doing something that almost anyone can do when they play the game…) and if that translates over to life or people start to think that way. I dunno, just tossing ideas around.

RG: I dunno. It’s a little harder to get rewarded in life sometimes.

JZ: You have to do more than burn the rope.

RG: And no one tells you.

JZ: Yeah, and no one tells you you have to.

EB: You have to figure out to burn the rope on your own.

JZ: And you have to burn it better than anyone else — or first.

EB: You have to light your own torch!

RG: That’s right, you gotta build your own torch.

JZ: We’re getting really figurative.

RG: Yeah, I dunno.

EB: One thing I wanted to ask you guys was that, you said in your talk the other day that it’s important to know when to kinda set an idea on the shelf. And I wondered if that bothers you or if it feels kind of good to have all these little friends in a drawer?

RG: That’s nice, yeah it’s like we have these kinda half grown children…

Everyone: LOL

MT: Kinda like mutant children.

EB: That you hide in the closet!

RG: We keep them in the basement and we throw like, legs of meat down there once in a while and tell them to be quiet.

JZ: Sounds like a good game!

RG: No….

MT: They’re slowly getting angrier and angrier.

RG: Right…getting stronger with *unclear* It’s scary, actually.

JZ: Tell us about these half-grown children? Which ones are your favorites?

RG: Well, they’re all our favorites.

MT: Errr yeah, no favorite.

RG: I’d like to get back to each one of them in their own time.

MT: I think I’m most excited about The Bee Game.

EB: Can you tell us anything about it? Cuz everyone knows “The Bee Game…”

MT: You’re a bee.

EB: lol

RG: Like a honeybee.

MT: You build your hive, collect pollen, you know — resource management. And then you battle other wasps and hornets like Joust.

JZ: Ooh, that sounds good.

RG: We’re gonna have — you get better and better. You can squirt nectar in different ways…

JZ: Can bees do that?

RG: No, it’s a game.

EB: Games have mechanics ;D

RG: So we’re not trying to do a bee sim for educational purposes.

MT: We actually have an actual…

RG: Could be useful, though, if you strip out all the…

EB: I mean, they should just shoot lasers at that point!

RG: They might.

JZ: Machine guns?

MT: No machine guns.

JZ: No machine guns…

MT: It’s more than a concept. We actually have all of these things playable, like where your hive expands, and you battle wasps, and you collect pollen, and you go explore an ant hill, and collect honeycombs, and stuff.

RG: Pollinate new plants with the pollen that you’re carrying…*unclear* create new flowers…

MT: Yeah, oh right — so you find these new strains of flowers that you can multiply on the ground and get their type of pollen and use it back in your hive to create new and exciting little — like bee alchemy.

EB: Sounds good.

JZ: Bee Mogul.

MT: But for some reason we just — oh, I know why we had to stop. It was because we were trying to simulate ants crawling the walls of an ant hill, and at the time I had no idea how to do that. It was a long time ago when I didn’t know how to program anything except blocks flying around and shooting blocks, and so it just got too frustrating and we had to stop. It was like, we’ll come back to this when I actually know what I’m doing.

RG: Yeah, we realized it wasn’t going to be the game we really wanted it to be, so we had to wait.

JZ: Is it hard to do that? Is it hard to say like, “We can’t do this anymore”?

RG: No, it wasn’t hard, it was just obvious. And then other stuff, like if we stay on one project too long, it kinda gets a little tiring. Or especially in a situation like that, where it’s like you start realize it’s not going quite how you want it to, and you’ve been on it for a while, and then something else — there’s always ideas springing up. Like, “Maybe we’ll do a quick game! We’ll do a little, fast game,” which turns into a seven month Dino Run.

MT: Errrrrrr… yeah.

RG: But when we start out with the idea of doing a fast game things balloon.

MT: Maybe someday we’ll make a tiny game.

RG: Yeah, we’re kinda getting there. We’re getting pretty close.

MT: I think we’re getting to that point.

JZ: Do you think you’ll ever expand your team? Include more people?

RG: We are, yeah.

MT: We actually just did. Yeah, I don’t have to program that much anymore.

EB: Yeah, I noticed you guys have a new programmer.

MT: I’m pretty excited. Yeah, we found some really creative talented people that really want to help us make these games so, they’re on board and excited, and we’re extremely excited to have them.

JZ: Awesome.

MT: So now it’s just kind of like figuring out what the next steps are. I can think more about the design and the production with Rich, and I don’t have to do all the nuts and bolts…

JZ: Oh, that’s great, man.

MT: which is a real mental strain.

RG: And these guys are really experienced.

MT: These guys are like ten times better than I could ever hope to be.

JZ: Cool.

RG: Yeah, so we got also some visual artists as well. We found some pixel artists that I actually really have confidence in, that can work with us successfully, carry on the style, and bring some new stuff to the table, which is already happening. We got one guy working on the backgrounds for Gamma Bros 2, which we’re working on.

EB: I can’t wait! I can’t! I cannot!

RG: I can’t wait either, but…we have to.

MT: We have to wait.

RG: Yeah, so we’re trying to nail the environments because there are gonna be caverns and lava caves…

EB: Nice!

RG: and pretty interesting little things that weren’t in the first one, so…

EB: I like tidbits like that! Keep ‘em coming!

RG: Yeah, I dunno… some kinda– no I can’t say anything. They’ll go into some other rooms in the space station, for sure. And there are new ships.

EB: Eat breakfast…

RG: They might, yeah, we’ll see.

MT: They should eat breakfast, probably.

RG: Right?

EB: It’s the most important meal of the day! Little pixel eggs, pixel bacon — I wanna see it!

RG: You know I have a pixel chef from those original things… flipping an egg.

MT: Oh yeah, he is about the same scale as the bros. too, ey?

RG: Yep.

MT: I remember him, yeah.

RG: Yeah, these characters, they’re are all just waiting dearly for their own chance to game.

MT: There are a lot of them just waiting patiently.

JZ: Children.

RG: Yes. Those are like our undeveloped fetuses.

Everyone: LOL

EB: Zygotes. You got little zygotes, just on ice.

Rich: They haven’t even made it into a game concept yet.

MT: Hundreds of little pixel fetuses

RG: Swimming around…

MT: waiting to gestate in the womb of Rich’s brain…

RG: and on… photoshop files…

EB: Awesome.

RG: …for direction. Yeah, so,  it’s exciting. A pixel artist, I’m really happy to work with. Then things will go a lot faster. Cuz I’ve been doing… like Dino Run was a lot, and Cookie Party [2], and these other ones. The new — we got one coming out soon for Adult Swim, it’s like a pizza delivery game. And I had to do everything like all the vehicles, all the environments…

MT: EVERYTHING.

RG: …buildings, the characters, some interface stuff, and it just took away from stuff I’d most like to do. Like I really would like to focus on the characters and objects, maybe the vehicles, and have someone else do the world. Or start a style and then hand it off. It’s just so much for one person. I really realized that and want more help on these games.

JZ: That’s exciting for you guys. You can step back and be the directors more.

RG: Yeah, I’ll always be making stuff, but then if we really are confident in someone they can do their thing and we’ll just be like quality control, or in case there is stuff that we think needs adjusting, but you know, I don’t need to have my hands in everything if I can trust someone to do a good job.

JZ: Anything else you guys want to say before we wrap this one up?

MT: I don’t think so. I think i said everything.

EB: He’s like, “Nooooooo.”

JZ: Everything… The sun’s getting hot, yeah.

RG: Yeah, we have a bunch of games in mind. A lot of stuff.

MT: There’s a lot coming up, but now it’s more realistic that it’s actually going to happen, cuz when it was just the two of us — we have like 20 game ideas we really want to see happen.

RG: Or more.

MT: Or more, yeah.

RG: It’s always growing.

MT: We could show you the list. It’s kind of ridiculous. Half of them are porn, though.

Everyone: LOL

MT: So those probably won’t happen.

RG:  A lot of kids are our audience, so we gotta do something new for them.

MT: I was just joking about the…porn…

RG: Yeah…*unclear*

JZ: It’s gonna be the headline.

MT: Pixeljam games moving towards porn!

EB: Pixeljam moves into the porn industry!

JZ: And only porn…

EB: Pixelporn.

RG: I have made some nude pixel people before, but it’s under tight wraps.

MT: It’s classy, it’s classy.

RG: It is actually, yeah.

MT: It’s like fine art photography, except with pixels.

RG: And we also have some ideas — we’re actually starting to work on some non-pixel games through a non-pixel, like not through Pixeljam, cuz that’s gotta stay pure — pixely stuff — but so, we just have other ideas.

MT: I forgot about that, yeah.

RG: Other opportunities show up, other people who want to work — it’s like a collaborative. Other people come to us, and we’ll be just like a focal point for some of these, and then put it out and share equally or share whatever percentage that makes sense…

MT: In the hundreds of dollars that these games make.

RG: Yes.

MT: Hundreds and hundreds of dollars. All these ones falling from the sky!

JZ: And change!

MT: Making a pile about half a foot tall.

Everyone: lol

RG and EB: Nice.

EB: Slowly but surely, though. You guys are up ‘n up, so…

MT: We’ll see what happens.

EB: Up ‘n up ‘n up…

JZ: Awesome guys, good luck!

MT: Thanks!

RG: Thank you.

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1 Comment »

  1. JonathanZungre
    on April 23, 2009 10:36 pm

    those guys are great. Dino Run is what all new Sonic projects should look at before they start.

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