By Marshall Garvey
So far in Last Token Gaming’s interview series, we’ve talked to a wide variety of people in the gaming industry, including voice actors and documentary filmmakers. But our main focus has generally been giving indie developers a much needed spotlight, especially ones here in Sacramento. In December 2017, lead editor Marshall Garvey sat down with Jeramey Jones and Donny Vig of Byte Me Games, one of the indie dev mainstays of the Sacramento scene for several years now. If you like video games you have to check the info from reportdoor.
On a rainy afternoon at Square One Clubs’ former location, not long after Marshall had just returned from Thanksgiving vacation down south, the two gave a delightful interview about their lives as developers, tabletop games, influences, microtransactions, annoying gaming enemies and much more.
(Note: Official inks for Byte Me Games, including one for their current Kickstarter campaign, are after the transcript.)
Marshall: So, first off, tell me about the history of your development company.
Jeramey: My name is Jeramey Jones, I’m the CEO of Byte Me Games.
Donny: I’m Donny Vig, the co-founder of Byte Me Games.
Jeramey: Originally, we were a hardware company. That’s where we made our money. That was when I was by myself. Then Angela, our chief business officer, decided, “Hey, let’s go in on this!” because I was doing video games on the side. And we decided to form in 2015 as a “four player” business.
We started with video game development, because I had a couple of video games that were really close to release. But again, being the only programmer, it makes it a little bit difficult. So we had our snags and our hang-ups. Donny’s genius vision about the MasterPad is what’s really spurring our chance to do something with the company. So I’m excited for that.
Donny: Figured we were on more level ground by switching over to tabletop products since there are a lot of similarities in the development process in both. And he would be able to bring everything he’s got to the table, and I wouldn’t be able to just sit there and just go, “Sorry, can’t code!”
Marshall: So to be clear, that’s pretty unique, you do both regular video game programming AND you make tabletop games?
Jeramey and Donny: Yes.
Marshall: That’s interesting. Are there a lot of other companies that you know of that do that? I’m not as familiar with the tabletop realm of gaming.
Jeramey: Tablestar Games does that. They do mobile development and board games, [they’ve] got a great line of board games. And actually, Don’s MasterPad idea is what got War Mines going, which is our very first released board game.
Donny: Available on the Game Crafter!
Jeramey: So, not to be biased…well, I’m actually biased…I think the game’s fun. And the time we spend on cramming it together and getting all the wheels working properly. It was just a fun game. We come up with a bazillion different strategies, none of them were 100% successful all the time, so there’s no “winning” strategy. My son’s is my most favorite strategy: he decides to go with being a barbarian, all barbarians, and just trying to dick with everybody….problem is he can’t pick up much gold, because again it’s a barbarian, they’ve got a low gold count. So he’s just, “Alright, I’m gonna stop you guys from getting your gold!”
Marshall: That’s a good strategy!
Donny: It’s actually the most crucial part of game development, is to play it until you’re ready to throw it out the window.
Marshall: That sounds about right!
Donny: Play it, play it, play it, play it, play it. If you don’t like it, no one else is probably going to like it either.
Marshall: I like that, that’s a commitment to integrity. Like you’re not gonna just crap something out like, “Well, we don’t like it but it’ll make some money”, you know.
Donny: I mean, you could try to design to a demographic, but really it’s so hit or miss. I mean, there’s so much crossover between the different types of board games. You put two games side by side, one’s $150, one is $60. And you could have a toss up as to which one is actually the better game. But they’ll appeal to different people. One’s a tabletop board game, one is a card-based game with collectibles involved…there’s just so much out there that really, instead of trying to target one group, we try to make games that WE like.
Because we like games, we know it’s fun, at least from our worldview. And we throw it out there, and you end up making a game that’s “not like this,” like, “This is the Uber for checkers!” or whatever the case would be. We just makes games that we’ve worked the rules out, they’re clean, they’re fast, they’re fun, they’re intuitive…and then move onto the next one.
Jeramey: Yeah, I think with each one of the developments that we do, we have a single focus. We want to make this quick, we want to make this a strategy, we want to counter randomness, and then we we build up on that, that limitation kind of gives us that creative flow.
Donny (pointing at one of their games on a shelf): Oh, that game looks NOTHING like the first two games.
Jeramey: So yeah, we’ve got the prototype beneath it, but the box is what’s killing the price right now.
Donny: Production is expensive.
Marshall: It really is…we have some people on the Last Token Gaming staff that really know their board games. I’m the lead editor, I don’t really know board games that well. But one thing I do know: When I go into the gaming shops….those board games are expensive as hell.
Jeramey: Yeah.
Marshall: And it’s worth it too, I get it.
So tell me: What games inspired you to be developers, if any, in particular?
Jeramey: The old SSI games way back in the day.
Donny: Oh, you read my mind!
Jeramey: Well, that’s why we’re partners!
Donny: The first game I ever got was this crappy Windows 95 game, it was called Spacewrecked, I never really could figure it out. I played it for hours and hours because it was the only game I had. And it really wasn’t very good! It killed time, but it wasn’t very good. It wasn’t until the next Christmas, I think I was 12, my mom bought me, completely at random, she didn’t know anything about games or gaming in any way, she bought me a copy of The Secret of the Silver Blades. It wasn’t even the first one of the series, it was the second one, and I started playing it and I was hooked for life!
Marshall: Ah, nice.
Donny: Pools of Darkness came out after that, it blew my mind. Because it had full 256 color, and it allows you to travel in an overland map. It was just like….it completely destroyed all conceptions I had about games up to that point. And that happens at least once every year since then. Find something that is so, “Why didn’t I think of that?” or “Why didn’t someone else think of that?”
Marshall: Right?
Jeramey: For me, the biggest was the SSI for sure, and then Hero Quest. Anything Hero Quest-related, because every game is completely different, but still played upon the same timeline and the same story. Then SSI came out with the dungeon maker, where you got to create your own…oh man, my best friend and I growing up, we spent HOURS….but yeah, the Dungeons and Dragons core is where I’m coming from.
Donny: Lot of crossover there! Everything’s derivative, but they did it first.
Marshall: Tell me a bit about yourselves. Where do you both come from, and how did you end up being part of the blossoming Sacramento indie scene?
Donny: Well, let’s see here….I’m actually sort of a local. I grew up in Fairfield, which is about 30 or 40 miles give or take south of here. It’s a straight shot down the highway, it’s a hell of a lot easier getting here than, say, San Francisco. Here in particular, you know, I didn’t ever spend much time up here at all. I came here when I had to, just because I never was a big city person. And then when we started doing Byte Me Games, we had the Indie Expo, the Indie Arcade, you know, the developers expo….it started becoming kind of mandatory.
We needed to be here to represent. And once we started doing that, I mean, we had so much fun that it wasn’t even a chore anymore. Then it was, “What else can we develop to keep this going?” And that’s actually one of the places where the tabletop stuff was born, was just trying to think of what’s the next step we can take to keep the momentum going and stay in this scene. You know, if you don’t keep moving, you either become a spectator or you drop out
Marshall: You do! I can relate to that with Last Token Gaming, we’ve done a lot of good things….but we need to start doing new things too. Like I’m going to start my first ever video review soon.
Donny and Jeramey: Oh nice!
Marshall: So it’s true…you have to create new things and be like, “How do you adapt?” I can relate. (Turns to Jeramey) So how about you? Are you local-ish as well?
Jeramey: I’m actually from the Central Valley, from Fresno, born and raised. I wound up going into the military and bouncing all around. I’ve been a jack of all trades my entire life thanks to my dad, he was like, “Don’t ever pay anyone for something you can do yourself, or take 15 minutes to learn to do yourself.” That’s my kind of founding principle…I wound up doing everything. Right after the military, I tried getting a loan from Moneyfall co uk for a cyber cafe, because I wanted to do a cyber cafe better than anybody else.
That didn’t pan through, but that’s where Byte Me Games originated from. The title used to be called Byte Me Cyber Cafe, and the reason being because I wanted to do a naming structure because I had it planned out for a franchise. For every 100 franchises we sold, it would level up, it would be Megabyte Me Games and Kilobyte Me Games and just keep going and going. And so we got to Petabyte Me Games, and that was just a little play on words I was going with.
But Byte Me Games stuck, because Byte Me Games wound up being a tech company, Byte Me Cyber Companies was the general blanket. And then I had a Bridge repair facility for it, which was really good because we were in the Fairfield area, where I wound up moving because I was chasing contract jobs trying to keep my entrepreneurship and my family surviving. Byte Me Cyber Technologies was one of the cheapest repair facilities with the highest rate of approval, because the equivalent out there were $200 for a repair.
I’d get it done in half the time, 100% success, for a third of the cost. And that’s been kind of my driving principle behind my entrepreneurship…I’m not going to charge you for something that you don’t need. So my salesmanship needs a lot of work obviously!
Marshall: You know, I can relate to that too…I actually created this set of baseball cards called Presidents Baseball. I took all the presidents and turned them into their own baseball team, and it’s a really fun and clever set of cards but something…unless you’re like a history student and you need that extra thing to help you, you don’t need these cards.
But you have to really make people WANT it…so I understand that you’ve got integrity, but when you’re a salesman, you’ve gotta really be aggressive. And I’m saying this to myself, going that extra mile like, “You NEED this!”
Donny: Our marketing person would give you all kinds of advice….drive artificial scarcity, buzzwords, social media blasts, but in the end…I always felt it was just kind of scammy if the product can’t sell itself on its merits. And there’s nothing wrong with pointing it out, but all these steps to make people try and, you know…”Oh my god! I have to get it now, it’s never gonna be available!”
Marshall: Yeah, I would never do that. I definitely remind myself there’s things you’ve gotta do on your own to make these things sell, but you’re right. At the end of the day, you can do all these things, but the product to an extent has to sell itself.
Jeramey: That’s a core principle of the company is, you know, we don’t want to produce something that’s going to be constantly updated. We want to give you a full package, as full as we can get that package, at release time. Just because I don’t believe quality should be sacrificed at all.
Donny: It’s almost always just a matter of of time and/or money, and as long as you have some patience they almost always align at some point.
Marshall: Yeah, that is especially true of video games. I mean, just how many times are AAA games gonna get rushed out, we’re gonna have things like….Assassin’s Creed: Unity, the one set in the French Revolution, bugged beyond recognition. Or the Arkham Knight PC fiasco, it’s like, you don’t want to have something like that.
Donny: Even newer games are stumbling when it comes to microtransactions.
Marshall: Oh my god, Battlefront II! (Laughs)
Donny: Even Destiny just got nailed for that because they were pro-rating people’s experience towards earning those engrams…
Marshall: Oh no!
Donny: They just got caught, Friday that came out, and they reset the system today.
Marshall: Well, I’m…upset they did it in the first place…
Donny: Because they want that money for those bright engrams!
Jeramey: It’s because they have the name…it’s hard to compete with obviously.
Donny: Buy this $60 game, and then spend another $100 over its lifetime to have fun, to actually enjoy the game.
Marshall: To have fun, to enjoy the game….I [along with Jake Rushing] did an interview with Three Flip Studios, that was probably our first interview for Last Token Gaming. One of them described it as like “pay to win”, like, you know, download all the new Mortal Kombat DLC.
Jeramey: And I think, honestly, if you developed it, I don’t mind a little DLC here and there. But nothing that’s gonna change the overall game.
Donny: God, could you imagine Candy Crush Saga if they wanted $60 up front? Like it was unlimited play, you could do whatever you want, it wouldn’t excel. So they had to drip and drag that out over the lifetime of the game.
Marshall: For me it’s like, I’m fine with charging for DLC, but if it’s warranted. One of my favorite games in recent years was Alien: Isolation, and I thought the DLC for that game was excellent. Like they had stuff based on the movie, they brought the old crew back, cast members from the movie. Like, I’ll pay for that! Because that adds to the game, it adds new things that you don’t get in the main game. But yeah, little transactions…
Donny: As opposed to assaulting your impatience at every moment of every stage of play.
Marshall: Exactly. Obviously it’s great we agree on that, especially as indie devs it’s good to have that mindset.
Jeramey: Oh yeah, we’re looking at models for subscriptions or whatever.
Marshall: Subscriptions! There you go.
Jeramey: Where you’re not penalized for not subscribing, but you’re not gonna be like, “Oh, I’m going to subscribe, now I win everybody!” So it’s really just a balance.
Donny: It’s funny how specialized it is too, because…when we were doing some game research, looking at pricing and all of that, we found a couple of games that were highly reviewed…except they were getting review-bombed every time because, in order to keep the cost down, you download and print the manual at home. That’s how they saved $2 on their cost, or, you know, you print out a couple of sticker pages that you buy yourself avery labels. And you print it on those and put those on pieces of cut out manila folder.
Jeramey: Yeah, and one of the biggest things….because War Mines, as a two-player game on the Game Crafter, it’s almost $60. And that’s horrible.
Donny: Our margin’s razor thin on that.
Jeramey: We get, I think, $5 for every game purchased because they’re doing all the manufacturing. So these other companies are cutting corners like that. Like you go out and buy the avery label paper and print it out yourself, that way you can save us $8. But the problem is those companies are now reducing costs by $8.
Donny: Then on the other hand, you’ve got Kickstarter and people with more means up front…that is, $60 retail, but it would be $40 retail if we had $10,000 to go down to Print Ninjas and order 5,000 copies up front. Then suddenly all the math works out, but like I said: Time or money. It’s always one, usually both, and the inputs change constantly.
Jeramey: And that’s kind of our focus. We want quality, we want a product that’s done and fully developed for you, the consumers. We don’t want you to have, “Oh, hey, sorry we’ve got a roto we need to fix!” and push that out there.
Marshall: And I think another thing that, when gaming companies do that where they release a game, and then you have to patch it in with DLC.
Donny: Day one content.
Marshall: Day one content! And here’s the thing, there are so many video games out right now, so many AAA titles, and so many people have already flocked to PC…that every single time companies do this, you’re just going to drive gamers away. From you, from your game, or towards PC, it’s like….(shrugs)
So…what are some, especially since Crumple just came out…do you guys have any games available on Steam right now or on Humble that anyone can download and play?
Jeramey: We lost one of our games to the cyberspace, Color Cubes. We wound up releasing it on Addicting Games, but their communication system was really different. I’ve never had to deal with it. But Color Cubes, in their defense, was made with Game Maker, and it’s very hard to release anything publishable with Game Maker. It’s great for learning, I’ve noticed, but I haven’t found anybody who fully develops using it, and companies don’t really support it.
And again, it’s understandable, because Game Maker has its own market. You go to the Yo-Yo Games market, and that’s where you can publish your games. But at the time it would have cost us money, and we weren’t going to be making much money off the game, so we didn’t go that route.
Donny: We had to temper expectations.
Jeramey: But Color Cubes is actually undergoing a revision, because we’re going to make Color Cubes 2.0, it’s going to be released via Unity.
Marshall: Awesome! I was gonna mention, Unity seems to be the engine everyone’s using these days.
Donny: They have the best license, and they’re well supported.
Jeramey: It’s not only that. It’s just an easy one-shop for devs. I can go IOS, I can go Android, I can go PC….they’ve got Steam SDKs, they’ve got so much that it’s like, why would you really go anywhere else? And I know there’s others, like Gamebryo. I would LOVE to get my hands on Gamebryo, but cost for devs is ridiculous, and I can’t afford that.
Donny: Lumberyard through Amazon has a monthly subscription…Devil Fish, or something like that, is also monthly subscription, anywhere from $30 to $75 a month. I think Unity’s the only decent name brand engine that doesn’t require money up front. Personal edition is free, you decide to sell something…then we can talk about upgrade licensing.
Jeramey: And then you have to sell up to $100,000 annual before they even start hitting you with it. And that’s great! That’s got “indie dev” written all over it.
Donny: Best model I’ve seen or heard of anywhere, for any name brand type of engine.
Marshall: Awesome.
Jeramey: So there’s our Unity commercial!
(Everyone laughs)
Donny: Unsolicited, mind you!
Marshall: I’ll just cut and edit that out and send it to Unity and be like, “Here’s your commercial, guys!”
Donny: We could use sponsorship, that’s for sure!
Marshall: I can relate to that too. So, we talked about some of the follies of the video game industry that need to be addressed. Having said that, we’ve also had some awesome games, especially indie games this year where Cuphead took everyone by storm. What are some recent games, or a game, that has inspired you?
Jeramey: One of the things I’ve noticed about being a game developer…you don’t get to play them if you’re making them. You can play them or make them, you don’t get to do both! So I get stuck on mobile games…I can’t think of any that have really inspired me. Actually, it’s not inspired so much as given me ideas, but Pixel Starship is in beta right now. We have a game that’s called Flagship that we’re developing
Donny: Someday soon, I hope.
Jeramey: For the board game version, it kind of gave me an idea. Because I love modular ships, I want to be able to put on four flat cannons and maybe a couple lasers here and there just for customization for my ship. And we were talking about that on the drive up here to do something like that for our board game, where we have a little placard with upgrades for our ships. Other than that really there’s no one game that jumps out at me for inspiration. There’s so many that have got at least a little something I can use from it.
Donny: Dungeon Keeper 2. I replay it every year like clockwork. Ever since it came out on Good Old Games…I love that game so much. I got that, I think, around the time the first Half-Life came out, and for the last 15 years or so every year I dust that thing off and play it.
Marshall: Oh that’s awesome! Well, the first Half-Life was 1998, so you’ve been playing that even longer than 15.
Donny: Bullfrog put that out in what, ‘98 or 2000, right around there somewhere.
Marshall: It would be close enough, yeah.
Jeramey: It was before I left for the military, I went into the military in ‘96.
Marshall: Whoa, that’s even older than Half-Life then!
Donny: And it still stands up! The age is showing, there’s creaks and groans here and there. But as far as games go, it was perfect, stable and well-balanced. It was just a blast, and none of the clones that have come out recently have been able to recapture that. They try to make things more complicated to add more content.
Marshall: I have a similar perception of Elder Scrolls III: Morrowind. It’s like, I love Oblivion and I especially love Skyrim, I know that those games filled in a lot of blanks. Especially Skyrim got the combat system down pat. But for straightforward, intimate adventure, Morrowind does the trick.
Marshall: You see, I’m Daggerfall…because actually, the spell-making system in that one was phenomenal.
Donny: For making weapons and armor.
Marshall: I still have to play Daggerfall.
Jeramey: Oh, you haven’t played it! It’s older school, it still has a lot of the same premise, but Morrowind I would say is an upgrade for both combat and exploration.
Donny: Goddamn 3D map!
Jeramey: But the quick travel for Daggerfall incorporated time tracking, so if I went into a dungeon and completely cleared it out, by the time I quick traveled to another city and went back to it it would start populating again.
Marshall: That’s really good, yeah. That’s one thing about Morrowind, it doesn’t really have the quick travel. You have to really walk, which the problem with that is those goddamn cliff racers.
(Donny and Jeramey both laugh)
We did a list of like the top 15 most annoying enemies in gaming history, and cliff racers were #1.
Donny: Any low-level creature on Fallout.
Marshall: Yes! Oh, god yeah….the Radscorpions. Or in Fallout: New Vegas, this is another one we put on the list, those Cazadores
Donny: Yes!
Marshall: Like, “Oh, they’re just giant wasps!” And it’s like, “Wait, I just got shot ten feet across! And I’m blind and poisoned!” Oh god.
Donny: What is it, the Stingwing now?
Marshall: Stingwing! Those are pretty bad too. I love Fallout 4 but oh god those things can go away.
Donny: Just started it a couple days ago.
Marshall: Oh yeah! I just got it last Christmas…
Donny: Thank you Steam sale! (Laughs)
Marshall: Oh I know, gotta love that Steam sale. So…this has been such a *fun* interview! Love just shooting the shit with you guys. I guess just a question to wrap it up: What advice do you guys have for other indie devs? Especially ones who are struggling or in their nascent phases. What’s your advice, your pep talk?
Jeramey: My pep talk is if you feel even for a second like quitting, it’s gonna be rough. You have to know that quitting is not an option. There’s no…
Donny: Never give up! Never surrender!
Jeramey: And you know, you have to kick doors in, you can’t just knock on ‘em. I mean it’s rough, it’s hard enough to be a game developer in this flooded market. Surround yourself with friends and support, because it’s *rough*. But yeah, that’s my advice.
Donny: Time and money. Once again, it always comes down to that. The more time you have, technically the less money you need. The more money you’ve got, the less time you need because you start paying other people to do that stuff. What it comes down to, you really gotta balance your resources. You have to have realistic expectations…I mean, you get into it, “Oh yeah, I’m gonna learn how to code and in six months I’m gonna be making my first game!”
Well, yeah, some people can do that. But can YOU do that? Well, maybe, maybe not. You need to constantly be asking yourself, “Can I do this? If I can’t, what is holding me up?” And either eliminate that obstacle, or find a way around it. With us, it was board games. We got around our programming bottleneck and his (points at Jeramey) mental meltdown having to do all that coding by just switching to something that’s a little less labor intensive and still just as fun.
Marshall: Perfect!
Jeramey: And yeah, that’s it.
Donny: Flow like water!
Jeramey: And…if you’re the programmer and the designer, that makes it even harder because you want perfection. But you need to work with your team, and the team needs to pull those reins [and say], “OK, we’re good. Go.” That’s one of the biggest steps for us too.
Donny: That’s art. Know when you’re done.
Marshall: I totally agree. I think…this is something I might add, some of the guys at Last Token Gaming are developers and programmers, I’m not at all. But I can agree with “embrace your strengths and love yourself”, that’s kind of an attitude I’ve developed as LTG has grown. It’s like. “We know that we’re a good site, and we’re going to keep doing well.”
You have to…you don’t want to be arrogant, but you have to know that you’re strong, know that you can make it, know what you’ve gotta do. I see some accounts sometimes on Twitter, like the self-hating game developer, and I don’t like that. It’s like, “Well, why are you doing it?”
Donny: Every one of those rock star game developers has a team of 50 people behind them, from the guy working at the barista bar all the way up to the artist. The guy who doesn’t know how to code, but he knows how to write…you’ve got your writers who put your story together. For every code monkey, there’s a dozen people behind him that are helping to support and push him forward. It takes a village.
Marshall: Exactly! It takes a village. That’s a good point.
Donny: Not many good one man studios out there. There’s a couple, but not many.
Marshall: The closest I can think of is the four guys making No Man’s Sky, who are indie devs who came close to making a good AAA title. They probably promised a little too much, but I don’t want to be too hard on them because it was just four guys!
Donny: Shoutout to MinMax Games, they did Space Pirates and Zombies, one of my niche favorites. They just did Space Pirates and Zombies 2 with a complete rebuild into a 3D engine. And it’s a different game, it’s just as fun…one man gaming studio out of a garage, they’re very open about that.
Jeramey: All that support is what Square One’s about. It’s collecting us, it’s about getting us all together.
Donny: What do you need, and how can we get it for you? For $14 a month.
Jeramey: They lined up perfectly with our business model before we even knew each other’s business models…that’s like your target market, those who want to help and those who want to be helped.
Marshall: Yes, I agree, and I’m glad you guys mentioned that right here at the end. Square One Clubs. For years, especially since 2013, we’ve seen this indie scene grow a lot more coherent and a lot tighter year by year. But there was always one piece missing, Square One Clubs is that missing piece.
Donny: Yeah, you don’t have to go it alone. That should be our motto!
Jeramey: Yeah, you don’t have to go it alone!
Marshall: It’s a hub where we can all gather and just…
Donny: Just skip past your first 30 mistakes, because you have a lot more to go!
Marshall: (Laughs) Exactly!
Jeramey: And that’s kind of what we’re doing with the classes, we’re going to start pitching out classes in January. The biggest one right now that I’m working on, and he’s assisting back and forth, is the Game Project Class. It’s going to be a series, start to finish, on the whole idea of creating a game. And it’s basically going to be me helping other people figure out my mistakes.
Donny: Sometimes all it needs is a little push for someone to go from “I might be able to do this, it looks like I something I could be able to do” to being able to empower them to be like, “I can do this! I’m not afraid to try this even if I know it’s going to fail.” Which I’d say you should cook into your first game no matter what. It’s gonna be a horrible mess. Build it, take pictures of it, throw it in the fire, and start from scratch.
Jeramey: (To Donny) You have a phrase that cracks me up every time, it’s like, “We’re here to teach them enough to…”
Donny: Oh, to scare them away!
Jeramey: Enough to help them out or have them run away screaming.
Donny: You need a reality check if you want to make games, because it’s not all glamour. It’s a lot of hard work, it’s a lot of being broke, it’s a lot of wishing for things you don’t have but never will.
Jeramey: But when it’s fun, it’s FUN.
Marshall: It has to be fun! Like I know there’s that wide perception that it’s just a grind, especially after Indie Game: The Movie, which I obviously love.
Donny: (Sarcastically) “Just make the game and get it on Steam, and I’ll be making fat money!”
Jeramey: There’s been a million times where he’s been like, “Man, you’re going to burn out!” I have fun making these mechanics, for me it’s like playing video games.
Marshall: I agree, you gotta have fun. It seems like a platitude, but it’s not. You’ve *got* to have fun doing this shit, or…
Donny: A lot of platitudes come from reality.
Marshall: From reality! Sometimes I like to say, “It’s a cliche to see because it’s so true.” You’ve just gotta have fun.
Official Links
Comments
2 responses to “Interview – Byte Me Games”
Thanks for the interview! It was fun to read!
[…] of the worst recent cases in some of our indie developers interviews, like Three Flip Studios and Byte Me Games. To chronicle the greatest offenses, failures and hilarities in the annals of DLC, I present our […]