Tuesday, June 01, 2010

TRIBECA FLASHPOINT GRADUATE AND TAP ME! GAMES CEO JOSH HERNANDEZ INTERVIEWED ON JOYSTIQ



The Joystiq Indie Pitch: bitFLIP
by Justin McElroy { Jun 1st 2010 at 8:30PM }

Being a giant, beloved video game blog 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 Joshua Hernandez of Tap Me! Games.

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How did you or your company get started?

A large chunk of the company attended Flashpoint Academy. The other chunk attended DePaul University. It makes for some nice office rivalry. About a year ago at GDC we secured a publisher for our first game. At some point before the contract went into effect, the two groups crossed paths in a 1950s-style gang fight and Tap Me! Games was born in blood. You should see our slick pompadours. We even have those switchblade knives that turn into combs.

Why did you want to make games?

We are pretty passionate about contributing to a medium that's giving us so much. Generally whenever there are smoke breaks or lunch conversations you can put money on it being about the latest and greatest title. Creating experiences that put smiles on people's faces like so many games have done for us is incredibly rewarding. While all of us are big time media consumers, I think we all feel that interactivity is the future of art – and we want to explore the romance of humans interacting with machines (like in The Stepford Wives). We also feel that it improves our odds when the Terminators take over.

Why be independent rather than try to work for someone else?

A lot of it has to do with location. Chicago was such an important city for video games. However, in the recent years that has changed, which has been been particularly frustrating. But, we are going to keep doing it here in Chicago until it's not an option. Plus, being indie makes it easier for our audio guy David Ballard to stumble in at noon smelling like scotch and pizza left out after a Motorhead concert.

Also, who would hire us?



What's your game called, and what's it about?

bitFLIP is a puzzle game for the iPhone. Players try to match pieces by flipping and swapping bits. We've had the chance work with pretty talented musicians in the game and we recently added In-App Purchases to bring more music meets puzzle goodness to the platform. The musical elements of the game are just as important as the flip and swap mechanics. It was really important to us to put our own twist on the "match 3" mechanic and incorporate our love of electronic music. I think we achieved that.

Do you feel like you're making the game you always wanted to play?

We feel that our unique, authentic personalities are our niche, so in that sense I think we made a game that really represents us as a team – our strengths, interests and quirks – and I view that as the best possible outcome. Ultimately, video games are about fun. We like to think bitFLIP is fun. Getting multiplayer into bitFLIP was a pretty big victory for us, even if no one else thinks so.

How long did it take you to create?

Outside of the engine that powers our games, it took about three months for us to get from concept to release. However, that involved a lot of late nights and empty Chinese food boxes. Someone made a rule about ordering pizza. I guess we aren't supposed to be "that studio." Instead, we're the studio that is constantly haunted by the smell of sesame chicken and being single.

What one thing would you tell someone to convince them to get your game?

We are indie so you have to support us. Also that we are the slickest assortment of smart, attractive, educated men who love to give away hugs, hand-made quilts and exceptionally masculine handshakes. Plus, we usually smell good and Tyler is a psychic. Buying our game virtually guarantees you a better life and a cleaner conscience. So wipe that tear from your eye, grasp your iPhone with might, and touch that "Buy bitFLIP" button with the confidence of one who is about to begin a new chapter in their otherwise mediocre life – you're welcome.

What's next?

We have a couple of games in the pipeline. One of them being Galaxy Golf which will change so much by the time anyone reads this that it's not worth going past a high level description. Lets say it's a Space Golf Line Drawing Game.

Besides that we are changing how in-game advertising works with our iComplishments platform by turning advertising in to a game itself. Players get to be like Tiger Woods and get stuff from sponsors, only difference is no matter how bad they screw up in real life the sponsors won't take away the power-ups.


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If you'd like to try bitFLIP for yourself, you can find it on iTunes for free right here. 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.

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