Andrew Hayward

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Stories By Andrew Hayward

  • Making games when you're dead broke: The story of Ragtag Studios

    After a dozen or more years apiece kicking around the AAA side of the games industry, the three men behind Ragtag Studio embraced independence. They've spent the last two-plus years working on Ray's the Dead, a cartoonish zombie adventure that is about to conclude an already-funded Kickstarter campaign (which ends Sunday), but going indie brings new challenges and necessary sacrifices. For all three, that's meant a long span without salaries. But for co-founders Chris Cobb and Matt Carter, it's also meant moving halfway across the country from Chicago to Dallas and combining their families within a single rented home, which now houses four adults, the Carters' infant daughter, the Cobbs' corgi, and the Ragtag office. It's a premise fit for a reality show-but in fact, it's simply their reality for the next year or so, at least. Call it a Hail Mary of a life change, done in an effort to finish the game following a taxing year-plus that saw a first Kickstarter attempt flatline, family members arrive and depart, and development slow to a crawl. But can this grand gamble really bring Ray's the Dead to life?

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  • Why a TV star gave up acting and wrote a book about Earthbound

    From 2008 to 2013, Ken Baumann played the role of Ben Boykewich on ABC Family's drama series, The Secret Life of the American Teenager. The Texas native also guest-starred on shows like Castle and Eli Stone, and appeared in several feature and TV films. At 24 years of age, Baumann recounts his upbringing and familial relationships – along with tidbits about acting, struggles with illness, and more – in his new book, Earthbound. Yes, that Earthbound – Nintendo's Earthbound (known in its native Japan as Mother 2), released for Super Nintendo in 1995. Baumann's book Earthbound is the first entry in the Boss Fight Books series, which profiles games of personal significance to each author, with Galaga, Jagged Alliance 2, and others on the way. Baumann's Earthbound is as much an exploration of the creation, content, and legacy of the role-playing classic as it is a self-reflective deep dive into the author's own psyche and past – so much so that it's difficult at times to tell where one half of the narrative ends and the other picks back up. That's because, as Baumann explains, he can't separate his own story and that of the game.

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  • Mario Golf: World Tour review: In the rough

    Nintendo continues to infuse its standalone sports games with the whimsy and vibrant stylings of the Mushroom Kingdom to make the mundane feel a little magical, and if there's any sport that needs an excitement elixir, it's golf. I love the nuances and deliberate pace of the sport, but I'm also not surprised at the eye rolls I receive from my wife when I'm captivated by a Sunday afternoon showdown on TV. Add some warp pipes, candy-coated terrain and power-ups, however, and the action comes off much friendlier and perkier. A decade removed from its last entry on Game Boy Advance, Mario Golf returns with Mario Golf World Tour on Nintendo 3DS, which maintains the winning foundation of past entries – accessible golf set against colorful backdrops – with the addition of newer amenities like online matches and tournaments. But while World Tour hits most of the fundamental elements with success, it comes off as content to coast by on the bare minimum needed to justify a modern-day reemergence. This proven formula, once so potent in its handheld incarnations, can't help but feel a bit paltry.

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  • An Ambitious Pivot: Whitaker Trebella's shift from composer to game maker

    Whitaker Trebella spent most of his life studying music – first as a child taking piano lessons for more than a decade, and later pursuing a music education degree in college – and progressively building his talents, so when he found success composing tunes for popular indie games, it might not have seemed so surprising. But much as his work for mobile titles like Super Stickman Golf and Tilt to Live bought him some recognition within the industry, he'd long held a much grander idea: to make his own game. However, the Chicago-based Trebella hadn't spent his time studying programming; when he ran his fingers across keys growing up, the result was pleasant music, not promising code. Inspired by the success of the indie creators that made the early games carrying his tunes, his loose plan gained new life. "I'd always wanted to make a game in the back of my mind, but whenever the thought came up, I always brushed it off thinking, 'Well, only programmers can make games,'" he explains. "But back in October 2010, I finally thought, 'Why can't I be a programmer?' So I became one."

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  • Indie, but not alone: How Vlambeer's advice helped guide Dog Sled Saga

    The idea hit Dan FitzGerald in the shower last December: What about a dog sledding game? The Chicago native had been toying around with various prototypes based around a lobbing mechanic, but nothing stuck quite like this. Ideas started pouring in, and he enlisted his girlfriend of three years, Lisa Bromiel, to work on the art and help shape the exciting nugget of an idea into a fully realized video game – a concept that evolved into Dog Sled Saga. It was the first time either had embarked on anything quite like it. FitzGerald studied communications in college, and had spent time doing contract video production (including trailers for other video games) and web design in an effort to get deeper into the gaming scene. Bromiel, meanwhile, is a trained artist with a focus on material art, though she hadn't consistently worked in digital illustration. As confident as they were about seeing the concept through to completion, they didn't have much insight as to going from making an original game to actually presenting it as a purchasable product. Well, at least until Rami Ismail came to town. Ismail, the business and development half of Dutch indie studio Vlambeer (Super Crate Box, Luftrausers), stopped in Chicago in February to give a talk as part of DePaul University's Visiting Artists Series. FitzGerald and Bromiel attended, expecting to hear anecdotes about creating their beloved games, or the painful cloning saga that marked the development of Ridiculous Fishing. Instead they got a real lesson – Indie Game Business 101, if you will – defined by the lecture's catchy three-word title: "Monetize That Shit."

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  • Illustrated inspiration: Crafting Zac Gorman's 'Magical Game Time'

    It's not clear who or what is positioned dead center on a suburban street in the initial overhead shot, but as the panels zoom in to reveal bright-eyed children – two holding hands, stares locked – we consider the written message: "And we never got tired. And we never got old. We just ran through the streets forever. And everything was perfect." The average viewer might see the comic as a charming ode to the carefree naivety of youth; of first loves and curfew-skirting dalliances with neighborhood pals. But for those who recognize the leads of the seminal Super Nintendo RPG Earthbound in the faces and apparel of these rapscallions, the message may suddenly feel highly personal. It's not a specific narrative moment from the game, nor does it utilize familiar dialogue, but its tone is that of how players may have romanticized the adventures of these beloved characters in their minds, or how they imagined they might feel in that setting. Perhaps it's how they felt once upon a time. Whatever the case, the voice feels authentic, and as such delivers an emotional wallop in just four sentences and seven panels. For little more than a year and a half, cartoonist Zac Gorman has strived to locate that little pocket of feeling between the events of a classic game and the emotions triggered in your mind while playing it – and then translate that into one-off comics under his Magical Game Time banner. With subjects as varied as The Legend of Zelda and Costume Quest, Gorman has amassed a fan following by pairing common and universal themes with memorable characters and scenarios.

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  • Melodies at mealtime: Behind The Electric Bends, Q-Games' lunch break band

    For many, the lunch break is an escape: a reliable block of time to retreat from the rigors of work, and a much-needed respite in an otherwise stressful day. But for several employees of Kyoto, Japan-based Q-Games – the studio behind the PixelJunk series and co-developer of Star Fox 64 3D – it's the time each day in which one creative (albeit professional) outlet is briefly shut down in favor of another.It's when the game creators become a troupe of improvisational musicians, laying down sprawling, electronic-tinged odysseys with titles like "Echoes Infinite" and "Mesmantra," most of which are quickly shared online.Nearing its first full year of existence, The Electric Bends has six recurring members, well over 100 recordings, and three albums, with additional releases on the horizon. Amid heavy work on PixelJunk 1-6, how does the game industry's preeminent lunch break band keep the beat with just an hour-or-so a day to play together?

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  • Coding and coexisting in the corral: How Octodad's team manages living and working together

    It's the not-so-common ideal these days to graduate from college and immediately jump into a fulfilling role that uses one's myriad of learned skills. Of course, there's nothing terribly common about the Chicago-based indie developer Young Horses or the much-ballyhooed sequel they're working on, Octodad: Dadliest Catch.Octodad is a colorful series about an octopus posing as a suburban father and husband; successfully funded via Kickstarter in the summer of 2011. As for developer Young Horses themselves? Five of them live under one roof, previously in a single apartment and now with two across a mutual hallway, while three others commute into the workspace from elsewhere throughout the city and surrounding suburbs.Between the team's bevy of independent day jobs and contract work, they're putting their spare hours into Octodad's return. But the group also identifies the odd situation of having colleagues as roommates within a communal work studio they lovingly call the "corral," mere steps from where they sleep. It's a unique arrangement, which has come with its share of difficulties, but it's one that members say is the only way they can imagine tackling the project.%Gallery-167167%

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