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Jeff Tunnell (GarageGames) Interview Conducted by Omni
If
it’s possible, in less than 1,500 words, could you encapsulate who you
are, how you became involved with the gaming industry, and points
in-between? My
stock bio says most of it… Former
Executive Director of Dynamix, which was a game development division of
Sierra On-Line. I founded Dynamix in Eugene, Oregon in 1984, guided the
company from an independent game developer for Electronic Arts to an
affiliated label of Activision, then sold the company to Sierra On-Line,
a publicly traded company (and now the entertainment division of Vivendi/Universal),
in 1990. Right after
completing Willy Beamish, which was a tremendously large product for its
time, Ken Williams supported me in founding a studio called Jeff Tunnell
Productions (JTP), where we built products such as The Incredible
Machine, Trophy Bass, and 3D Ultra Pinball.
These products ended up being the most successful ever released
from Dyanmix, but circumstances drew me back into a leadership role at
Dynamix in 1995. Once back,
I continued my role that revolved around being the product and
technology visionary and creative spark, directing development of new
game genres and on new platforms. In my career I have either designed,
produced, or directed more than 70 original titles, including Rise of
the Dragon, The Incredible Machine, Starsiege, and TRIBES (Online Game
of the Year, 1998). I’m credited with pioneering new game genres such
as Outdoor Sports with Trophy Bass and Family Entertainment with the 3-D
Ultra line of products that includes such mass-market titles as Pinball,
Maximum Minigolf, and Cool Pool. After
leaving Dynamix in early 2000, I have been working with more than full
time to get GarageGames off the ground.
Fostering and supporting the independent games movement by
providing technology and a marketplace is what we are all about.
Getting back to the fun of making games is my passion, and
building a new segment of the gaming industry, the independent game
development movement, is just a means to that end. GarageGames
has a large and vibrant development community of over 30,000 members
working on over 1,000 games. Since
we started selling games near the end of December, 2002, we have now
released original titles such as Marble Blast, Chain Reaction, Orbz,
Tennis Critters, and Think Tanks. For
the future, the product pipeline is full of many more innovative titles.
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Why
didn’t the world ever see a sequel to the Adventures of Willy Beamish?
Were there plans for a
sequel? Like I said above, Willy Beamish was a very large project that pushed the technical envelope at the time with many industry firsts such as cell animations and working with Hollywood writers that made it a tremendous amount of work. At one time, I had Rise of the Dragon, Heart of China, Willy Beamish, and several other |
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Dynamix games in development at one time.
I was the hands-on director and designer of all of those titles
as well as having responsibility for the development of other Dynamix
titles. After Willy, I
wanted a change, so I decided to move out of the building with a hand
selected team of developers and work on some smaller, more creative
ideas. Even though I had
Willy 2 in development before I left, it just did not survive the
transition, and was later cancelled.
Unless you are there on the front lines, it is difficult to
understand just how hard it is to keep a project on track, on budget,
and politically viable in a company where many different people are
trying to pull your project in many different directions. How
is GarageGames an offshoot of Dynamix?
Or can there be a relationship drawn between the two? GarageGames
is not an offshoot of Dynamix. All
of the founders, which include myself, Tim Gift, Rick Overman, and Mark
Frohnmayer worked together at Dynamix, and we planned on some form of
entrepreneurial venture for many years before it happened.
We did end up creating GarageGames with Sierra's blessing, but we
would have done it either way. Dynamix
was an awesome place to work, and I think nearly every ex-Dynamix
employee has fond memories of the years we spent there creating awesome
products. But, with the
very large corporate ownership (by the time we left Vivendi Universal
was the owner) demanding more lay-offs and project compromises while
showing very little leadership at the very top (note that Vivendi's
chairman was finally ousted last year and the pseudo-empire that he
built is being torn down and sold), we felt that we had no choice but to
strike out on our own. Two
years after we left, Dynamix was closed down by these same corporate
raiders. As you can
probably tell, I am not a fan of greedy CEO's and big corporations.
A couple of individuals at the top of a crumbling empire tore
down what Ken Williams and hundreds of impassioned employees built over
a fifteen-year period in a manner of months.
The employees walked away with unemployment insurance, the CEO's
walked with millions in severance.
Go figure. Does
GarageGames have plans to produce games for the console world? We’re
committed to building games as an independent developer and we’d love
to see our own game designs and those of our partner studios be built
for consoles. It is very difficult for indies to break into the console
world. Our answer for the
time being is to concentrate on PC games.
Keep checking back though. What
is the driving principle behind GarageGames? GarageGames
is built on the belief that we need to have an independent game
development segment in our industry. Just like in other entertainment
industries like film and music this means keeping true to making and
owning your own games, not just the proven formulas. It means creating
the technologies, community and market necessary to realize the dream of
having innovative studios making a living building “indie” games
(that may get picked up by a label or find their own players through
word of mouth). Are
you part of the “Old Guard” of game designers?
By this, I mean, part of the game pioneers that didn’t take
courses in Game Development, like the upcoming crop of designers will
have under their belts. I'm
not sure I have seen a lot of successful game designers come from the
design schools yet. I think
there will be eventually, but they will also come from many other
places. Of course, I didn't
go to a game design school because they did not exist:) How
has game development changed in the last 15 years? The
standard answer here is that games are much harder to create, have
larger budgets and larger teams. I
actually call bullshit on the conventional wisdom!
Games are easier to create than in any time in history and they
will get easier. Technology
used to be the Holy Grail that normal people could not get access to.
Now the Torque and even free open source technologies are
available to anybody that wants access.
Content and art creation tools continue to get cheaper, more
accessible, more powerful, and easier to use.
Making a game is a lot like being in a rock band.
Get together with a couple of like-minded people, learn your
different crafts (programming, art, audio), and make a wildly innovative
and fun game. To quote a
beaten phrase, "…the world will beat a path to your door."
How
important is the IDSA to the gaming industry? Not something I think about much. I'm so busy getting GG off the ground that I can't really say.
Is
there anything consistent about the gaming industry or is it always
changing? It
changes constantly. Stay up
or die. I always try to
look a couple of years into the future for development and technology
trends, but I also steep myself in popular culture, play a lot of games,
and watch others playing games. If
you don't live for doing this, then you are in the wrong business.
(June 29, 2003)
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