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The Joystiq Indie Pitch: Helena the 3rd

Being a giant, beloved video game site has its downsides. For example, we sometimes neglect to give independent developers our coverage love (or loverage, if you will) as we get caught up in AAA, AAAA or the rare quintuple-A titles. To remedy that, we're giving indies the chance to create their own loverage and sell you, the fans, on their studios and products. This week we talk with Brandon Smith of Only Human studios about his Blaster Master-inspired Helena the 3rd.



How did you or your company get started in development?
I first started the game as a hobby, on an airplane flight to Colorado. I found the current team members through various internet forums, and I want to say they've been more helpful and dedicated to the project than I ever could have hoped for.



Why did you want to make games?
To me, videogames are the ultimate creative outlet. I really enjoy creating new worlds and gameplay experiences.

Why be independent rather than try to work for someone else?
I won't lie and say I never tried to get into the game industry with a company. But ultimately, I'd like to be a game designer, rather than primarily just a programmer. I was more interested in bringing out my own game ideas, than working as a programmer on a small part of a larger project. There's of course nothing wrong with that though!

What's your game called, and what's it about?
The game is called Helena the 3rd, and it's a 3D platformer inspired by the NES game Blaster Master. It involves taking a jumping tank through a series of platforming levels, and finding ability upgrades in special first person areas.

Do you feel like you're making the game you always wanted to play?
Yes, I've kind of based the studio on the idea that we should make games we ourselves have always wanted to play, with the hope that others will like them too. Personally, I've wanted to make a 3D Blaster Master inspired game for about eight years now. I've tried...a few times in the past, some successful, others not so much. Finally I decided to build the game from scratch, and this is the result!


How long did it take you to create?
A lot of the development was done as a hobby, but in total took about a year.

What are you proudest of about your game?
Honestly, it just feel really good to have created a game that feels polished and fun to play. But from a technical standpoint, I am very proud of the game's level editor. I tried to make it user friendly, and I've gotten some good feedback about it.

Anything you'd do differently?
I originally wanted to have an overworld in the game that the player could use to travel between the different underground regions. I wanted one that had some nice terrain to drive over, but ended up scrapping that goal to keep the game simpler.

What one thing would you tell someone to convince them to get your game?
If you were a fan of Blaster Master on the NES, then I'd say it's definitely worth checking out. Otherwise, I'd say that the game provides an interesting mix of platforming and first person shooter gameplay.

What's next?
Working on a multiplayer space combat game with a nice twist.


Want to see follow Helena the 3rd's progress? Follow along here and get a free demo.

If you'd like to have your own shot at converting our readers into fans, email justin aat joystiq dawt com, subject line "The Joystiq Indie Pitch." Still haven't had enough? Check out the Pitch archives.