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Our Around the World in 80 Games spotlight series is all about seeking out Xbox LIVE Indie Game developers from all around the world!
In our second installment, James Johnston, co-creator of the EZMuze Series from Mad Ninja Skillz studio, tells us about making Xbox LIVE Indie Games on a team located in two different parts of the world!
Where are you and your team from?
Mad Ninja Skillz are just two people: James Johnston (me) and Jamez Gillman (aka Hamst3r). I am from Portsmouth, United Kingdom, [and] James is from California.
What languages do you speak?
[We speak] just English, unfortunately. I have a little knowledge of Japanese, but not enough to do anything other than watch anime!
How popular are video games and video game development where you are from?
Video games are pretty much the life blood round here. Development-wise, I am one of only two programmers I am aware of. However, I think a lot of people want to make games. They just don't have the stamina to learn!
What are some challenges that you face that are unique to your area? What are some perks?
The main challenge that pops up all the time is not being in America. In the early days of XNA Game Studio, there were a lot of downsides to being in the UK. The other challenge really is having no peers [nearby], no one to turn to for support.
Perks-wise is probably my house. It has nice thick, brick walls [that] allow me to blast the music I am writing for the game at all sorts of hours!
Could you describe the EZMuze Indie Games for anyone who hasn’t seen or played it yet?
EZMuze Break and House edition and ezmuze+ Hamst3r edition are music creation tools aimed at casual users. We designed them to be very easy to use, but still quite flexible.
What made you want to make music creation tools like EZMuze and ezmuze+?
I've been a musician almost as long as I've been a programmer. Making a music game like this seemed to be a simple first project and it was very successful. So, we made a more complete version.
Can you tell us more about the other games you’ve worked on?
I've been writing games for over 20 years. I started out on the 800XL, not really achieving anything. The Amiga was a strong point for me. I made several games that did well, including a Bomberman clone that I am still proud of to this day.
On the PC I made a few things in Blitz Basic, including a rather awesome Dance Dance Revolution clone that had cell shading. It was coded during a drinking session with a friend. Neither of us understood the code when we sobered up and still don't understand how we managed it!
What made you want to use XNA Game Studio to make your game?
The company I work for was implementing a new ERP solution that used C# for modifications. I wanted to learn C# to be ready, so I chose a fun project.
What other tools/programs do you use to help you make your games?
Most of the work is done in Jeskola Buzz, a freeware music program. I've been using Buzz for over 10 years and been very close to the developer (not contributing directly other than ideas), but also written plug-ins for it.
Paint.Net handles the graphics. All the rest of the tools are in-house tools made for the job.
How long did it take you to make your games?
The first version of Ezmuze was made in just one night! Ezmuze+ Hamst3r Edition took over seven months and the update has pushed the development time to over a year.
Can you walk us through a usual day for you and your team?
I get home from my 9-to-5 [job] and plunk myself in front of my Xbox 360. I have a large whiteboard that I use to track progress and work through bugs and features. When I hit a roadblock I usually load up Buzz and write some loops. Unfortunately, how much work I do depends on how tired I am after work!
What games influenced or inspired this game?
Dance Ejay on the PC. While I never really used it much, a lot of friends were obsessed with it, and the concept of using loops made sense considering XNA Game Studio's audio limitations.
What games are you playing now (other than your game!)?
Peggle. Far too much Peggle. And Tekken 6.
Do you have any ideas, wishes, hopes, and/or dreams for anything XNA Creators Club Online could do or provide to be even better?
[We would like to have] more control over sound. Maybe some form of synth engine and direct access to the sound buffers. Also XNA Creators Club Online hosted blogs/home pages for developers.
[My] biggest dream would be the ability to have games communicate with a web service (hosted/vetted by XNA CCO Peer Review) to allow things like scoreboards without needing the current P2P methods.
What’s next for you?
Ezmuze+ Hamst3r edition update and then a Drums and Bass edition. After that, we are considering a hip hop/RnB edition, but then we intend to talk to Microsoft about becoming a registered developer [with the hope of] making an Xbox LIVE Arcade version of Ezmuze Pro with a lot more features. We are also looking at porting to PC, Zune, iPhone, and Windows Mobile.
Want to download these games and check them out yourself? You can do that through the Xbox LIVE Indie Games channel on Xbox.com, or through the Xbox LIVE Marketplace on your Xbox 360!
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