WEBVTT - The Making of Friday the 13th: The Game

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<v Speaker 1>Technology with tech Stuff from dot com. Hey there, and

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<v Speaker 1>welcome to tech Stuff. I'm your host, executive producer Jonathan

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<v Speaker 1>strick Lind at how stuff works dot com. Happy Friday

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<v Speaker 1>the third teen. This episode's originally going out on October

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<v Speaker 1>twenty seventeen, and I was originally just going to publish

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<v Speaker 1>a regular tech Stuff episode, but then my producer Extraordinariy

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<v Speaker 1>Ramsey came up to me and said, Hey, I put

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<v Speaker 1>some feelers out with some of the folks who are

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<v Speaker 1>behind the development for Friday the game. Would you be

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<v Speaker 1>interested in talking with them so we could have a

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<v Speaker 1>special Friday that thirteenth episode. And I thought, I've never

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<v Speaker 1>done a Friday the thirteenth episode. I've done Halloween episodes,

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<v Speaker 1>and I've done other holiday episodes, but never Friday that thirteen.

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<v Speaker 1>And I thought, this is an opportunity I cannot pass up.

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<v Speaker 1>And so what you were about to hear is an

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<v Speaker 1>interview that I conducted with Chuck brun Gard, the CEO

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<v Speaker 1>of l Phonic, that's the company that developed Friday the

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<v Speaker 1>thirteenth the game, and he was very forthcoming and very

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<v Speaker 1>straightforward about the development of Friday the thirteenth the game,

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<v Speaker 1>the challenges that is company faced and the reactions of that.

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<v Speaker 1>I mean, it's it's a very honest interview, which I appreciate.

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<v Speaker 1>So I hope you guys enjoy this and I will

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<v Speaker 1>join you again on the other side of the interview.

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<v Speaker 1>I'd like to welcome Chuck brung Gart to the show. Chuck,

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<v Speaker 1>thank you so much for joining tech Stuff. And Chuck

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<v Speaker 1>is a co founder of el Phonic LLC. It's a

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<v Speaker 1>company that developed Friday thirteenth the game. Obviously that's uh,

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<v Speaker 1>you know, there's the relationship between game developers and game publishers,

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<v Speaker 1>something that I think a lot of people who aren't

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<v Speaker 1>really familiar with the way video games work, they kind

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<v Speaker 1>of conflate the two. Of course, they're some companies that

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<v Speaker 1>are both developers and publishers, and that makes it even

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<v Speaker 1>more confusing. But you're the guys who actually went and

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<v Speaker 1>started making a game that now is Friday the thirte

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<v Speaker 1>As I understand it, when you were first looking at

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<v Speaker 1>developing a game in this space, uh, it was it

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<v Speaker 1>was certainly inspired by properties like Friday the thirteenth or

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<v Speaker 1>something like Sleepaway Camp, but it was from what I understand,

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<v Speaker 1>it was a kind of an original. I p at

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<v Speaker 1>that point. The licensing agreement came later. Is that correct, Yes, definitely.

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<v Speaker 1>And really kind of how it all started was, um,

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<v Speaker 1>you know Gun Media, who's our publisher on this project.

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<v Speaker 1>They actually kind of came up with the original concept

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<v Speaker 1>and it was, you know, a game that they always

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<v Speaker 1>wanted to make that they were kicking around. And I

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<v Speaker 1>remember I got the call from West Suser CEO one

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<v Speaker 1>day and said, hey, I'm you know, looking for a

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<v Speaker 1>developer to develop this game, and you know it's uh,

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<v Speaker 1>it's called Summer Camps. And the first thing I thought

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<v Speaker 1>of was I was like, well, I don't know if

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<v Speaker 1>you did too much research about us, but we don't

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<v Speaker 1>make kids games, so I'm not sure if we can

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<v Speaker 1>help you. And he's like, well, let me show you

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<v Speaker 1>this trailer. It's actually called Slasher Volume one Summer Camp.

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<v Speaker 1>And I think immediately I got it, like you know

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<v Speaker 1>it it it kind of oozed Friday the thirteen, even

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<v Speaker 1>though it wasn't yet that um it was, you know,

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<v Speaker 1>it was called Summer Camp at the time, and um,

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<v Speaker 1>but they brought on a lot of the original people

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<v Speaker 1>from Friday thirteenth, like um, you know, like Harry Manfredini

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<v Speaker 1>and uh. Um, you know, like just kind of all

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<v Speaker 1>the different guys, Tom Fazzini and I think they you know,

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<v Speaker 1>they were all talking about making this game and it

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<v Speaker 1>was really just a game that they wanted to make

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<v Speaker 1>from growing up and watching these films. And uh so

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<v Speaker 1>I think that was always the tricky part, is like,

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<v Speaker 1>you know, what do we do uh for the killer

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<v Speaker 1>um if we can't really you know, have the hockey

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<v Speaker 1>mask and all that. So so yeah, when we were

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<v Speaker 1>approached eventually it kind of all made sense and really

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<v Speaker 1>tied together that we were originally moving forward on a

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<v Speaker 1>prototype and had you know, put out some some material

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<v Speaker 1>that we were kind of showing early of what Summer

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<v Speaker 1>Camp was to hopefully build interests within the consumers in

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<v Speaker 1>the press. Um. But then that led to uh, you know,

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<v Speaker 1>Sean Cunningham and his estates seen it and approaching Gun

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<v Speaker 1>and us about it, and it was such a clever idea.

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<v Speaker 1>It's it's an example of a type of gameplay, the

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<v Speaker 1>asymmetric approach, And for people who are not familiar with that,

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<v Speaker 1>asymmetric means that you typically have at least two teams

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<v Speaker 1>or or two parties of players. Uh and in this case,

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<v Speaker 1>we're talking about a single player taking on the role

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<v Speaker 1>of Jason Vorhees, obviously the antagonist of the Friday the

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<v Speaker 1>Thirteenth series, the iconic character who through parts two and

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<v Speaker 1>on is the main antagonist. Obviously, if anyone is listening,

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<v Speaker 1>I know Mrs Vorhees was the bad guy in part one.

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<v Speaker 1>Everybody knows that. But from part two forward we have Jason,

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<v Speaker 1>and asymmetric means that you have one person acting as

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<v Speaker 1>Jason Vorhees, you have the other players acting as camp counselors,

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<v Speaker 1>and the the goals are for one side to escape.

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<v Speaker 1>That would be the counselors to get away or potentially

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<v Speaker 1>even to take down Jason, although that is particularly difficult,

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<v Speaker 1>as is warranted by the mythology of the movies. Of course,

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<v Speaker 1>Jason's goal is to eliminate as many, if not all,

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<v Speaker 1>the counselors as he possibly can. And UH, to me,

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<v Speaker 1>it's interesting because it combines elements of gameplay that I

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<v Speaker 1>find really compelling. You have the competitive aspect of Jason

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<v Speaker 1>versus the counselors, but you also have co up with

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<v Speaker 1>the point of the counselors. You know, if they if

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<v Speaker 1>they work together, they stand a much better chance of

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<v Speaker 1>having success. At least for some of them than they

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<v Speaker 1>would if they all go Lone Wolf. Yeah, definitely. And

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<v Speaker 1>I think what was so crazy about the concept is

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<v Speaker 1>when I first heard it, I'm like, oh, that's that

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<v Speaker 1>just works right. It works in and you know, almost

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<v Speaker 1>a real life scenario where uh what, you know, everyone

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<v Speaker 1>wants to know would you survive a horror film? Like

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<v Speaker 1>what would you do? And I think early tests it

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<v Speaker 1>was kind of funny because, um, you know, Jason is

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<v Speaker 1>so powerful and that's definitely intentional, and I think the

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<v Speaker 1>the asymmetrical aspects behind it. We worked on other asymmetrical

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<v Speaker 1>games in the past and that was one of the

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<v Speaker 1>reasons why Gunn reached out to us. Um, but we

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<v Speaker 1>didn't really um you know, a lot of times it

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<v Speaker 1>was trying to make it balanced, and you know, trying

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<v Speaker 1>to make one person or one thing against multiple people

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<v Speaker 1>balanced was very tricky and it could also sometimes ruin

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<v Speaker 1>a bit of the fun. But when we kind of

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<v Speaker 1>threw that out the window, I mean, there's still balance

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<v Speaker 1>that goes into this stuff. But when we realize, like

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<v Speaker 1>you know, Jason is going to be able to take

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<v Speaker 1>on um, you know, more than one person at a time,

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<v Speaker 1>it really started fitting, and it kind of essentially created

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<v Speaker 1>almost a few games where you're either the powerful Jason

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<v Speaker 1>hunting people down and and killing them and um, you know,

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<v Speaker 1>stocking and kind of just all the different elements involved

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<v Speaker 1>in that. And then as counselors, you're you're getting away

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<v Speaker 1>and you kind of have those big horror elements and

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<v Speaker 1>everything like that where you know, you're you're scared, you're

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<v Speaker 1>trying to hide, and really just saw everyone kind of

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<v Speaker 1>playing into what happens in horror films, like when you know,

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<v Speaker 1>you're always like, oh, don't go in that room alone,

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<v Speaker 1>or you know, if you're with your friends, or you're

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<v Speaker 1>gonna stick around and like help them, but you know,

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<v Speaker 1>everyone just kind of scatters and runs all different directions

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<v Speaker 1>and that's usually when when all the bad stuff happened.

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<v Speaker 1>So it was really, uh, it was really interesting because

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<v Speaker 1>you have the human element and I think that um,

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<v Speaker 1>that power, you know, the power struggle or power balance.

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<v Speaker 1>It really worked well with a symmetrical gameplay and I think,

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<v Speaker 1>you know, there's so many things you could kind of

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<v Speaker 1>apply that to you when it comes to either other

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<v Speaker 1>films or other ideas as well. Oh sure, and and

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<v Speaker 1>it's interesting. It's very in a way. It's affirming, in

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<v Speaker 1>another way terrifying to see that the tropes of the

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<v Speaker 1>horror film play out in actual gameplay, because I've I've

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<v Speaker 1>I've watched more than my share of let's plays in

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<v Speaker 1>this in this game, and I've played a couple where

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<v Speaker 1>as you say, it is more frequently than not. As

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<v Speaker 1>soon as the game starts, you just see the kels

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<v Speaker 1>are scatter like ants, and immediately you're thinking, like, well,

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<v Speaker 1>we're we're all gonna get picked off one by one now,

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<v Speaker 1>so that's gonna be interesting. I am a little curious

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<v Speaker 1>about this because, as you say, you know, you you

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<v Speaker 1>didn't have to worry. I mean, obviously, balance is always

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<v Speaker 1>something you've got to think about. Otherwise, if you create

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<v Speaker 1>a game where it is impossible for one team to win,

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<v Speaker 1>then really you've just created a murder simulator. There's not

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<v Speaker 1>really any way to to to get out of it.

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<v Speaker 1>So you have to figure out, all right, well, what

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<v Speaker 1>are the what are the parameters here for victory on

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<v Speaker 1>both sides? And uh, and how can we make sure

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<v Speaker 1>that if you are not the killer, that you're still

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<v Speaker 1>having a good time. Can you talk a little bit

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<v Speaker 1>about what that process was like about just kind of

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<v Speaker 1>finding where that balance was. Yeah, I mean, you know, uh,

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<v Speaker 1>to be to be honest, I feel like there's a

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<v Speaker 1>bit of a pendulum swing, um, you know, and even

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<v Speaker 1>uh you know sometimes little Patch and we think we're

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<v Speaker 1>we we take a lot of feedback in from the

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<v Speaker 1>community what they like, what they don't like, so UM,

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<v Speaker 1>you know, I guess to back up and kind of

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<v Speaker 1>start from the beginning. We did prototype really UM early

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<v Speaker 1>on and I think you know, the biggest thing we

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<v Speaker 1>found is it was really fun to play Jason, but

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<v Speaker 1>it wasn't fun to play counselors. UM. So we spent

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<v Speaker 1>a lot of time on the counselor angle. And you know, uh,

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<v Speaker 1>we have a lot of things like fear, and the

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<v Speaker 1>more you get scared, there's things that happened, the screen darkened,

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<v Speaker 1>you tend to lose your hud. Um. You know, there's

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<v Speaker 1>just an alteration that goes on, um like visually as well.

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<v Speaker 1>And then there's some audio cues that happened, uh to

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<v Speaker 1>kind of intensify everything. And we have this tripping mechanic

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<v Speaker 1>where you know, the more scared you were, the more

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<v Speaker 1>you attend the trip and stumble and that was you know,

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<v Speaker 1>a very delicate mechanic because it was very frustrating in

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<v Speaker 1>the beginning when we first tilt it. So you know,

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<v Speaker 1>you're running around and then you have this thing kind

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<v Speaker 1>of constantly taking control of your characters. So we made

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<v Speaker 1>this figure out how do we give that effect that

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<v Speaker 1>not make it as annoying. So um So there were

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<v Speaker 1>some levers to kind of pull there and and you

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<v Speaker 1>know that'll balance back and forth um on that end.

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<v Speaker 1>But it's just you know, in the beginning, it just

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<v Speaker 1>wasn't great to be a counselor because Jason was your

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<v Speaker 1>sails with powered But then we kind I've got the

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<v Speaker 1>counselors still in right, but then it wasn't fun to

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<v Speaker 1>be season So we had to figure out how to

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<v Speaker 1>kind of just go back and forth. And it was

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<v Speaker 1>really just a lot of play tests, you know. I mean,

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<v Speaker 1>you know, iteration is key in games, play test teams key,

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<v Speaker 1>so he kind of went through that process and play

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<v Speaker 1>tested a lot, and you know, all these kind of

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<v Speaker 1>took feedback. There was we brought in some people early

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<v Speaker 1>on and had them play the game and kind of

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<v Speaker 1>got feedback from them. And the initial reaction as everyone

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<v Speaker 1>really loved the game so that was great. But once

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<v Speaker 1>you know, they spent a little more time with it,

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<v Speaker 1>we're able to kind of identify the problems. Um. But yeah,

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<v Speaker 1>and even today though, I think we're still kind of

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<v Speaker 1>potentially swinging the pendulum because well, you know, there'll be

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<v Speaker 1>some really good ideas and thoughts if the community brings

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<v Speaker 1>up and then just thinks that we've sat was for

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<v Speaker 1>a while during our play test, and you know, we'll

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<v Speaker 1>kind of alter some numbers, and then sometimes that goes

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<v Speaker 1>out and people are like, oh no, like you know,

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<v Speaker 1>now Jason isn't fun to play, or you know, and

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<v Speaker 1>and you know, now he's too over powered and a

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<v Speaker 1>lot more fun to play, but it's too hard to

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<v Speaker 1>be a counselor so it always is a bit of, um,

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<v Speaker 1>kind of massaging to make it right. And you know,

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<v Speaker 1>for the most part, I think we're we find a

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<v Speaker 1>good balance between the two. But you know, I think

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<v Speaker 1>everyone kind of has their own opinions, and sometimes even

0:12:17.040 --> 0:12:19.760
<v Speaker 1>our opinions changed the longer we kind of sit with

0:12:19.840 --> 0:12:21.800
<v Speaker 1>the game. So it is kind of interesting. And I

0:12:21.840 --> 0:12:25.040
<v Speaker 1>wouldn't tell you like we you have it exactly right,

0:12:25.120 --> 0:12:27.240
<v Speaker 1>but um, but you know, for the most part, I

0:12:27.240 --> 0:12:31.200
<v Speaker 1>mean there's a lot that goes into what makes it, uh,

0:12:31.240 --> 0:12:34.560
<v Speaker 1>you know, kind of fun as it is now well,

0:12:34.600 --> 0:12:36.720
<v Speaker 1>and I think it's really interesting. I mean, you bring

0:12:36.800 --> 0:12:39.400
<v Speaker 1>up a great point in the idea of massaging this

0:12:39.520 --> 0:12:42.440
<v Speaker 1>game and being able to tweak things and alter things.

0:12:43.320 --> 0:12:48.000
<v Speaker 1>It points to a very different landscape today than games

0:12:48.040 --> 0:12:51.640
<v Speaker 1>just ten years ago, where once the game shipped, that

0:12:51.720 --> 0:12:54.600
<v Speaker 1>was pretty much it, right. You didn't really have the

0:12:54.640 --> 0:13:01.319
<v Speaker 1>opportunity to create a lot of patches or updates, and so, uh,

0:13:01.360 --> 0:13:04.800
<v Speaker 1>you know, if you if you created a game that

0:13:04.800 --> 0:13:09.560
<v Speaker 1>that had some mechanic that apparently just just displeased players,

0:13:09.640 --> 0:13:12.400
<v Speaker 1>then you were kind of stuck with it. But now

0:13:12.440 --> 0:13:15.320
<v Speaker 1>you're in a world where if there's good parts and

0:13:15.360 --> 0:13:17.640
<v Speaker 1>bad parts, one thing is that you can go back

0:13:17.679 --> 0:13:19.680
<v Speaker 1>in and you can take in this feedback and you

0:13:19.720 --> 0:13:23.600
<v Speaker 1>can make adjustments to the game and thus hopefully create

0:13:23.800 --> 0:13:27.080
<v Speaker 1>a better experience for players so that they're having more fun,

0:13:27.200 --> 0:13:29.800
<v Speaker 1>or or you're adding in elements so that the game

0:13:29.920 --> 0:13:34.000
<v Speaker 1>is constantly fresh for players. But of course, the flip

0:13:34.040 --> 0:13:36.599
<v Speaker 1>side of that is that you are you are fostering

0:13:36.600 --> 0:13:38.959
<v Speaker 1>a game much longer. You know, it's not that it

0:13:39.080 --> 0:13:41.200
<v Speaker 1>ships out the door and you immediately turned to the

0:13:41.240 --> 0:13:44.880
<v Speaker 1>next thing. So is that is that something that is

0:13:45.360 --> 0:13:47.680
<v Speaker 1>I assume it's very different from your perspective, From a

0:13:47.679 --> 0:13:50.960
<v Speaker 1>player's perspective. I love having a game where I'm constantly

0:13:51.000 --> 0:13:55.400
<v Speaker 1>getting h tweaks and updates and it is refreshing the

0:13:55.440 --> 0:13:57.200
<v Speaker 1>game and it makes me makes me want to play

0:13:57.200 --> 0:13:59.000
<v Speaker 1>it again because I want to see what the new

0:13:59.040 --> 0:14:01.520
<v Speaker 1>experience is like. I'm not sure what it's like on

0:14:01.559 --> 0:14:06.199
<v Speaker 1>your side of though. Yeah, though it's I mean I

0:14:06.240 --> 0:14:08.959
<v Speaker 1>would say, um, you know, to be honest, it's it's

0:14:08.960 --> 0:14:11.920
<v Speaker 1>a blessing and a curse, right, I mean, I think, um,

0:14:12.040 --> 0:14:14.400
<v Speaker 1>we're you know, we were a small team that worked

0:14:14.400 --> 0:14:17.800
<v Speaker 1>on this. We're a small company and um, you know,

0:14:17.800 --> 0:14:19.760
<v Speaker 1>there was a certain amount of people internally that we're

0:14:19.880 --> 0:14:23.720
<v Speaker 1>on this project, and um, you know, so being a

0:14:23.760 --> 0:14:28.040
<v Speaker 1>small team, it's it's tough to um continue to roll

0:14:28.040 --> 0:14:31.440
<v Speaker 1>out content and you know, luckily, with the success of

0:14:31.440 --> 0:14:33.600
<v Speaker 1>the game, we've been able to grow. But you know,

0:14:33.600 --> 0:14:36.440
<v Speaker 1>when we're kind of getting towards launch, it's like, Okay, well,

0:14:36.760 --> 0:14:39.600
<v Speaker 1>we know we're gonna need to keep working on this

0:14:39.800 --> 0:14:42.520
<v Speaker 1>and we're gonna get feedback from the community, and we're

0:14:42.880 --> 0:14:46.080
<v Speaker 1>you know, we're uh, you know, guns like five people.

0:14:46.120 --> 0:14:48.480
<v Speaker 1>They're getting a little bigger now. But uh and I

0:14:48.520 --> 0:14:50.680
<v Speaker 1>think we had about you know, twenty people on the

0:14:50.720 --> 0:14:54.080
<v Speaker 1>game as well internally here, so we weren't like with

0:14:54.120 --> 0:14:57.800
<v Speaker 1>a big publisher where they could have hundreds of people

0:14:57.800 --> 0:14:59.480
<v Speaker 1>that could go at it, and you get all these

0:14:59.520 --> 0:15:03.360
<v Speaker 1>different studios and um, you know, people at the publishing

0:15:03.360 --> 0:15:05.880
<v Speaker 1>company to kind of give a lot of feedback and

0:15:06.280 --> 0:15:08.480
<v Speaker 1>kind of help with certain areas. So you know, we

0:15:08.560 --> 0:15:10.600
<v Speaker 1>kind of knew that we were throwing this thing out

0:15:10.600 --> 0:15:12.840
<v Speaker 1>there and we would get some feedback, but we were

0:15:12.880 --> 0:15:16.200
<v Speaker 1>committed to supporting that. So it is it is awesome

0:15:16.320 --> 0:15:19.160
<v Speaker 1>from our standpoint because it's like we got to launch

0:15:19.200 --> 0:15:21.400
<v Speaker 1>the game, people liked it. I mean, obviously there was

0:15:21.480 --> 0:15:24.240
<v Speaker 1>issues when it launched, um but for the most part,

0:15:24.240 --> 0:15:25.920
<v Speaker 1>people really liked it. They had a lot of fun.

0:15:26.080 --> 0:15:29.200
<v Speaker 1>We knew, uh, you know, moving forward that we would

0:15:29.280 --> 0:15:32.160
<v Speaker 1>kind of fix and address these issues and constantly spend

0:15:32.200 --> 0:15:35.960
<v Speaker 1>time updating adding new content into it. But it was

0:15:36.000 --> 0:15:38.720
<v Speaker 1>a bit of a growing process for us as well. UM.

0:15:38.760 --> 0:15:42.160
<v Speaker 1>And really it's just it's it's interesting because um, I

0:15:42.240 --> 0:15:44.600
<v Speaker 1>started before this actually in the music industry, and it

0:15:44.680 --> 0:15:47.520
<v Speaker 1>was nice because when you finished an album, you know,

0:15:47.520 --> 0:15:49.520
<v Speaker 1>there's so much work you put into it, and then

0:15:49.560 --> 0:15:51.960
<v Speaker 1>you kind of you know, it goes off to like

0:15:52.080 --> 0:15:55.080
<v Speaker 1>mastering and then you know, the artist tested them kind

0:15:55.080 --> 0:15:56.920
<v Speaker 1>of take it from there and promoted. But we were

0:15:57.360 --> 0:15:59.680
<v Speaker 1>more behind the scene, so we could just say, okay,

0:15:59.720 --> 0:16:02.080
<v Speaker 1>we're we're done. That's awesome. They could go to sleep

0:16:02.080 --> 0:16:05.040
<v Speaker 1>at night. It's either gonna fell well maybe you know,

0:16:05.200 --> 0:16:06.880
<v Speaker 1>is a hit or maybe not, and then it's kind

0:16:06.880 --> 0:16:10.440
<v Speaker 1>of onto the next thing. But you know, with this

0:16:10.600 --> 0:16:13.960
<v Speaker 1>kind of being a game as a service, we're constantly

0:16:14.040 --> 0:16:17.160
<v Speaker 1>updating it, constantly thinking about it. You know, there's some

0:16:17.280 --> 0:16:20.200
<v Speaker 1>night where you can't sleep just due to some issues

0:16:20.240 --> 0:16:23.160
<v Speaker 1>you might run into or issues that end up out there.

0:16:23.200 --> 0:16:25.880
<v Speaker 1>And then there's other times where you can't sleep because

0:16:25.880 --> 0:16:28.920
<v Speaker 1>you're like, how do I make this even even more better? Um?

0:16:28.960 --> 0:16:32.000
<v Speaker 1>You know, how do I keep refining it? So? You know, so,

0:16:32.040 --> 0:16:34.160
<v Speaker 1>like I said, I think it's a it's been a

0:16:34.200 --> 0:16:36.960
<v Speaker 1>big learning experience for us in the team, and it's

0:16:37.280 --> 0:16:40.120
<v Speaker 1>you know, we've been um kind of getting into the

0:16:40.120 --> 0:16:42.720
<v Speaker 1>groove now is really kind of supporting it and turning

0:16:42.720 --> 0:16:45.360
<v Speaker 1>around content and patches and updates and all that but

0:16:45.800 --> 0:16:48.560
<v Speaker 1>you know, something that we had to really work into

0:16:48.640 --> 0:16:50.880
<v Speaker 1>and we kind of as a company had had to

0:16:50.960 --> 0:16:52.800
<v Speaker 1>learn to work that way. And we brought on some

0:16:53.480 --> 0:16:57.320
<v Speaker 1>really talented uh developers um here at the Phonic that

0:16:57.360 --> 0:17:00.520
<v Speaker 1>actually had experience with that at other company needs, so

0:17:00.800 --> 0:17:03.800
<v Speaker 1>they're able to kind of help us shift our company

0:17:03.880 --> 0:17:06.959
<v Speaker 1>towards that direction. Um. But even before then, I mean

0:17:07.000 --> 0:17:09.880
<v Speaker 1>I would say, like even our early games or work

0:17:09.920 --> 0:17:12.719
<v Speaker 1>for higher games we did, you know, there's still were

0:17:13.240 --> 0:17:16.399
<v Speaker 1>um online multiplayer games, so they were still updated and

0:17:16.480 --> 0:17:19.240
<v Speaker 1>kind of uh you know, move through, but nothing really

0:17:19.280 --> 0:17:22.480
<v Speaker 1>to this level. UM. So yeah, it was definitely a

0:17:22.560 --> 0:17:24.920
<v Speaker 1>learning experience, but it but it's great. I mean it's

0:17:25.040 --> 0:17:28.719
<v Speaker 1>allows you you know, if the game wasn't that successful,

0:17:28.760 --> 0:17:31.760
<v Speaker 1>it kind of allows us to you know, support it

0:17:32.000 --> 0:17:35.560
<v Speaker 1>still until the community kind of eventually starts dying down. Um.

0:17:35.640 --> 0:17:37.359
<v Speaker 1>But in this case, it kind of allows us to

0:17:37.359 --> 0:17:39.639
<v Speaker 1>support it a lot longer and put a lot of

0:17:39.680 --> 0:17:41.960
<v Speaker 1>things in there that originally were like this would be

0:17:42.000 --> 0:17:44.720
<v Speaker 1>great to have, but you know it's not in the

0:17:44.760 --> 0:17:47.400
<v Speaker 1>budget or the scope at the time. So I think

0:17:47.400 --> 0:17:50.040
<v Speaker 1>that's as cool as we get to really always kind

0:17:50.040 --> 0:17:53.119
<v Speaker 1>of put those ideas that um, you know, games in

0:17:53.160 --> 0:17:55.280
<v Speaker 1>the past to kind of leave on the cutting room floor,

0:17:56.240 --> 0:17:59.040
<v Speaker 1>and and that kind of leads us into You've talked

0:17:59.080 --> 0:18:04.240
<v Speaker 1>about community, and there's clearly of a very vocal and

0:18:04.240 --> 0:18:07.880
<v Speaker 1>and active community in the Fright the Third the game.

0:18:07.920 --> 0:18:10.080
<v Speaker 1>I mean, like I said, I've watched lots of let's

0:18:10.119 --> 0:18:12.760
<v Speaker 1>plays in this as well as well as playing the game.

0:18:12.960 --> 0:18:15.360
<v Speaker 1>I was one of the backers of Fright the thirteam

0:18:15.400 --> 0:18:20.560
<v Speaker 1>full full disclosure. Yeah, so you guys had a very

0:18:20.600 --> 0:18:25.760
<v Speaker 1>successful crowdfunding campaign, which I assume was very gratifying because

0:18:25.800 --> 0:18:27.800
<v Speaker 1>it showed that there were players out there who were

0:18:27.800 --> 0:18:32.480
<v Speaker 1>feeling just as strongly about this concept of, uh of

0:18:32.680 --> 0:18:38.120
<v Speaker 1>really diving into this world of classic slasher horror kind

0:18:38.160 --> 0:18:42.199
<v Speaker 1>of fiction and bringing it into a a you know,

0:18:42.280 --> 0:18:45.080
<v Speaker 1>a playable experience. Uh. Can you talk a little bit

0:18:45.080 --> 0:18:47.679
<v Speaker 1>about the the you know, how that how that worked

0:18:47.720 --> 0:18:50.040
<v Speaker 1>when you did the crowdfunding and sort of the feedback

0:18:50.040 --> 0:18:53.159
<v Speaker 1>you got, And I assumed that was pretty energizing to

0:18:53.200 --> 0:18:55.720
<v Speaker 1>the group to see that kind of level of enthusiasm

0:18:55.760 --> 0:18:59.440
<v Speaker 1>before you you even had a game to ship. Yeah, No,

0:18:59.720 --> 0:19:02.880
<v Speaker 1>it was really awesome because I think, you know, there's

0:19:02.920 --> 0:19:05.399
<v Speaker 1>a lot of work that goes into you know, making

0:19:05.760 --> 0:19:09.320
<v Speaker 1>a Kickstarter and are doing Kickstarter and just you know,

0:19:09.400 --> 0:19:11.560
<v Speaker 1>all the videos and all the content we have to

0:19:11.600 --> 0:19:14.240
<v Speaker 1>make to keep people engaged and to really have them

0:19:14.359 --> 0:19:16.160
<v Speaker 1>buy into our vision. It's like, you know, we all

0:19:16.160 --> 0:19:18.160
<v Speaker 1>have it in our heads, but how do we show

0:19:18.160 --> 0:19:21.240
<v Speaker 1>the community of people of that. So. Um, So we

0:19:21.240 --> 0:19:24.040
<v Speaker 1>were really you know, really nervous going into it, like, oh,

0:19:24.160 --> 0:19:27.760
<v Speaker 1>this are people gonna gravitate towards this? I mean, you know,

0:19:27.880 --> 0:19:31.880
<v Speaker 1>luckily we had Friday their Teeth in the franchise behind us,

0:19:31.920 --> 0:19:36.240
<v Speaker 1>but it's really tricky because we just didn't know. Um,

0:19:36.280 --> 0:19:38.920
<v Speaker 1>we felt like people would be into this and were

0:19:39.000 --> 0:19:41.199
<v Speaker 1>as much as we were, but we just didn't know.

0:19:41.320 --> 0:19:44.080
<v Speaker 1>So when a lot of people you know started kind

0:19:44.080 --> 0:19:46.080
<v Speaker 1>of coming out and saying, hey, this is great, this

0:19:46.160 --> 0:19:49.800
<v Speaker 1>is exactly what we're looking for and really supporting us

0:19:49.800 --> 0:19:51.760
<v Speaker 1>and backing us, I mean, it was it was an

0:19:51.800 --> 0:19:55.840
<v Speaker 1>amazing feeling, but it was it was a crazy, um,

0:19:55.880 --> 0:19:58.840
<v Speaker 1>you know, months kind of thirty day roller coaster ride

0:19:58.840 --> 0:20:02.000
<v Speaker 1>of trying to make sure. Yeah, I mean, we had

0:20:02.040 --> 0:20:04.919
<v Speaker 1>an initial plan and then I think you know, after

0:20:04.960 --> 0:20:08.880
<v Speaker 1>we launched, probably three or four days into it, um,

0:20:09.000 --> 0:20:11.760
<v Speaker 1>we still kind of executed on that plan, but there

0:20:11.800 --> 0:20:13.800
<v Speaker 1>was a lot more we started doing because I think

0:20:13.840 --> 0:20:16.720
<v Speaker 1>that's when we started building a community. There became a

0:20:16.720 --> 0:20:19.600
<v Speaker 1>lot of questions and you know, people wanted to understand

0:20:19.600 --> 0:20:22.199
<v Speaker 1>how the game played more and what things are going

0:20:22.240 --> 0:20:24.760
<v Speaker 1>to look like and how it's going to run and

0:20:24.760 --> 0:20:28.040
<v Speaker 1>work and all that, and so I think it, um,

0:20:28.080 --> 0:20:31.840
<v Speaker 1>you know, it was pretty crazy, but I think it

0:20:31.880 --> 0:20:36.080
<v Speaker 1>became very I guess a lot more work than we

0:20:36.160 --> 0:20:38.040
<v Speaker 1>figured it would be because we wanted to try to

0:20:38.080 --> 0:20:42.240
<v Speaker 1>answer all those questions and um, continue to show people

0:20:42.320 --> 0:20:46.080
<v Speaker 1>we're building. Obviously we knew that would help the crowd funding,

0:20:46.200 --> 0:20:49.240
<v Speaker 1>but we also wanted to just have fans really buy

0:20:49.280 --> 0:20:51.919
<v Speaker 1>into the vision. So um, so yeah, it was. It

0:20:51.960 --> 0:20:55.040
<v Speaker 1>was a great experience. Um, really cool, I mean it,

0:20:55.880 --> 0:20:57.399
<v Speaker 1>you know, but also at the same time, it was

0:20:57.440 --> 0:20:59.800
<v Speaker 1>a ton of work. And like Randy and those guys

0:20:59.840 --> 0:21:04.000
<v Speaker 1>that on all really put so much into a um

0:21:04.040 --> 0:21:06.840
<v Speaker 1>as well as they just kind of really stayed on

0:21:06.880 --> 0:21:10.000
<v Speaker 1>top of everything in and made sure that everything was

0:21:10.040 --> 0:21:12.720
<v Speaker 1>kind of laying smoothly and that people were getting a

0:21:12.800 --> 0:21:16.640
<v Speaker 1>question answered and all that stuff. So it was experience.

0:21:16.920 --> 0:21:21.600
<v Speaker 1>I imagined some of those questions even lead to developing

0:21:21.800 --> 0:21:26.679
<v Speaker 1>things that you had not initially considered because in my experience, uh,

0:21:26.720 --> 0:21:29.680
<v Speaker 1>you know, you have a brainstorming group, you get people together,

0:21:29.800 --> 0:21:32.520
<v Speaker 1>you start coming up with ideas, then you start to

0:21:33.200 --> 0:21:35.640
<v Speaker 1>put those into some form of structure and you move

0:21:35.680 --> 0:21:39.320
<v Speaker 1>on from there, and then you you think you've got

0:21:39.680 --> 0:21:43.719
<v Speaker 1>a pretty good idea of what you have from beginning

0:21:43.760 --> 0:21:45.840
<v Speaker 1>to end. You you know, it's maybe not complete, but

0:21:45.880 --> 0:21:48.479
<v Speaker 1>you gotta you've got You're fairly confident. And then you

0:21:48.520 --> 0:21:50.640
<v Speaker 1>open it up and people started asking questions and they're

0:21:50.640 --> 0:21:53.480
<v Speaker 1>asking things that you You're like, wow, I really I

0:21:53.600 --> 0:21:55.960
<v Speaker 1>really should have thought of that, and I totally didn't.

0:21:56.000 --> 0:22:00.320
<v Speaker 1>And that's a legitimate point. Yeah, or we did think

0:22:00.480 --> 0:22:02.840
<v Speaker 1>enough about that, right, you know, because maybe that won't

0:22:02.880 --> 0:22:05.560
<v Speaker 1>work that we thought would work so well. But yeah,

0:22:05.600 --> 0:22:08.040
<v Speaker 1>I think you know, once we got the ideas that there,

0:22:08.040 --> 0:22:11.440
<v Speaker 1>I mean, it was kind of tricky though, because anything

0:22:11.480 --> 0:22:15.160
<v Speaker 1>you would say sometimes could be taken as gospel essentially,

0:22:15.200 --> 0:22:18.840
<v Speaker 1>So we would, you know, someone would throw out an

0:22:18.880 --> 0:22:21.439
<v Speaker 1>idea and maybe we weren't communicating to each other, and

0:22:21.440 --> 0:22:24.000
<v Speaker 1>then all of a sudden we noticed that that idea

0:22:24.040 --> 0:22:27.480
<v Speaker 1>would really stick in the community. So it's you know,

0:22:27.560 --> 0:22:30.879
<v Speaker 1>I see, that's why games for so long have been

0:22:30.960 --> 0:22:35.320
<v Speaker 1>kind of developed in this very closed, I guess dark

0:22:35.440 --> 0:22:38.439
<v Speaker 1>environment where you know, you don't even really hear about it,

0:22:38.480 --> 0:22:41.199
<v Speaker 1>and maybe a year or two years on some of

0:22:41.200 --> 0:22:43.320
<v Speaker 1>these big Triple A projects before they come out, they

0:22:43.359 --> 0:22:46.399
<v Speaker 1>might announce it, but they're careful with what they show,

0:22:46.720 --> 0:22:50.480
<v Speaker 1>and you know, everyone starts having ideas and kind of

0:22:50.560 --> 0:22:53.000
<v Speaker 1>questions and and all that kind of stuff. But I

0:22:53.040 --> 0:22:55.560
<v Speaker 1>think because we were so open with what we were

0:22:55.560 --> 0:22:57.800
<v Speaker 1>trying to build, you know, you would throw out an

0:22:57.800 --> 0:23:00.359
<v Speaker 1>idea and it would be something that we might have

0:23:00.440 --> 0:23:02.680
<v Speaker 1>just talked about briefly, but we didn't bet it yet,

0:23:02.800 --> 0:23:05.840
<v Speaker 1>and everyone would gravitate towards that, and then it's like, okay, well,

0:23:06.359 --> 0:23:08.640
<v Speaker 1>you know, maybe this is a great idea and now

0:23:08.680 --> 0:23:10.120
<v Speaker 1>we have to figure out how to make it work.

0:23:10.240 --> 0:23:13.679
<v Speaker 1>It was definitely a different way of developing. UM I

0:23:13.680 --> 0:23:16.320
<v Speaker 1>would say, I mean it, but I think it it

0:23:16.520 --> 0:23:19.679
<v Speaker 1>was for the better, right. I think it's allowed us

0:23:19.720 --> 0:23:22.880
<v Speaker 1>to kind of talk about things early on that um

0:23:22.880 --> 0:23:26.120
<v Speaker 1>maybe we were understanding like, oh, people don't really understand

0:23:26.160 --> 0:23:27.920
<v Speaker 1>what we're trying to go for here. Maybe two come

0:23:28.320 --> 0:23:31.280
<v Speaker 1>to a complex of a mechanic, you know, how do

0:23:31.280 --> 0:23:33.520
<v Speaker 1>we make it simpler, and I think you know, at

0:23:33.520 --> 0:23:35.000
<v Speaker 1>the end of the day, there was a lot of

0:23:35.240 --> 0:23:37.679
<v Speaker 1>There was one point where we felt no one was

0:23:37.680 --> 0:23:40.080
<v Speaker 1>going to understand how to play this game, how to

0:23:40.119 --> 0:23:43.359
<v Speaker 1>play as Jason, how to play as counselors, and what

0:23:43.520 --> 0:23:46.120
<v Speaker 1>the missions and objectives were for. So we started going

0:23:46.119 --> 0:23:48.920
<v Speaker 1>into this like, Okay, we need way more u I

0:23:49.080 --> 0:23:51.679
<v Speaker 1>so people can understand this stuff, and you know, we

0:23:51.720 --> 0:23:54.280
<v Speaker 1>need way more feedback on things. And I think there

0:23:54.280 --> 0:23:56.840
<v Speaker 1>were some parts where we started going a little too

0:23:56.840 --> 0:23:59.600
<v Speaker 1>overboard um and hand holding, and then there was parts

0:23:59.640 --> 0:24:03.480
<v Speaker 1>where it needed it kind of just made the perfect

0:24:03.640 --> 0:24:07.720
<v Speaker 1>balance of someone seen a mechanic, getting some visual feedback

0:24:07.720 --> 0:24:11.280
<v Speaker 1>and understanding what it was. So we're pretty surprised when

0:24:11.320 --> 0:24:13.200
<v Speaker 1>we did the data that people are able to just

0:24:13.680 --> 0:24:16.800
<v Speaker 1>kind of pick it up and play for the most part. Um.

0:24:17.240 --> 0:24:20.720
<v Speaker 1>But it was kind of interesting because you know, we

0:24:20.720 --> 0:24:22.639
<v Speaker 1>didn't know if that would happen or not. But at

0:24:22.680 --> 0:24:25.280
<v Speaker 1>the end of the day, we're kind of putting people

0:24:25.280 --> 0:24:28.960
<v Speaker 1>in a bit of real life, you know, survival kind

0:24:28.960 --> 0:24:32.240
<v Speaker 1>of instinct areas, I guess, so it didn't work out well.

0:24:33.720 --> 0:24:36.439
<v Speaker 1>It's it's the sort of game that kind of rewards uh,

0:24:36.720 --> 0:24:41.360
<v Speaker 1>some experimentation as well, where you know, if you if

0:24:41.359 --> 0:24:44.840
<v Speaker 1>you're casting about a little bit, you might discover a

0:24:44.840 --> 0:24:47.720
<v Speaker 1>strategy that works that you would not have necessarily thought of.

0:24:48.280 --> 0:24:50.600
<v Speaker 1>But at the same time, it's not like it's a

0:24:50.640 --> 0:24:53.320
<v Speaker 1>game where you jump in and you can pick up

0:24:53.359 --> 0:24:56.720
<v Speaker 1>absolutely everything and you have no idea which thing is

0:24:56.800 --> 0:25:00.000
<v Speaker 1>relevant and which one isn't. I've played those style game

0:25:00.000 --> 0:25:02.639
<v Speaker 1>games to which are you know, it's very immersive to

0:25:02.720 --> 0:25:06.000
<v Speaker 1>be in a world where your character can manipulate practically

0:25:06.040 --> 0:25:09.879
<v Speaker 1>anything in the environment. But then at that point you

0:25:09.920 --> 0:25:13.159
<v Speaker 1>start asking yourself, oh, but is this does this matter

0:25:13.320 --> 0:25:15.840
<v Speaker 1>that I can do this? Or is this just a

0:25:15.920 --> 0:25:20.320
<v Speaker 1>cool gimmick that's distracting me? And uh so that it's

0:25:20.400 --> 0:25:23.720
<v Speaker 1>nice to see balance there too. I appreciate a game

0:25:23.760 --> 0:25:27.600
<v Speaker 1>where where you can more easily hone in on what's

0:25:27.600 --> 0:25:30.840
<v Speaker 1>really important, especially if you happen to have a seven

0:25:30.840 --> 0:25:34.240
<v Speaker 1>foot tall behemoth with a machete bearing down on you

0:25:34.280 --> 0:25:38.320
<v Speaker 1>at the time. Snap decisions are pretty important in that case.

0:25:45.040 --> 0:25:46.879
<v Speaker 1>So let's talk a little bit. So what are some

0:25:46.920 --> 0:25:49.760
<v Speaker 1>of the challenges that you did encounter in the development

0:25:49.800 --> 0:25:53.680
<v Speaker 1>of this game. You know, we talked about how obviously

0:25:53.680 --> 0:25:56.520
<v Speaker 1>the balance was something and and figuring out, you know,

0:25:56.560 --> 0:26:00.600
<v Speaker 1>how to communicate with the community, almost a collaborative process

0:26:00.680 --> 0:26:05.199
<v Speaker 1>with the community in some respects. But but obviously this

0:26:05.280 --> 0:26:08.720
<v Speaker 1>was this was a pretty ambitious project, and as you mentioned,

0:26:08.840 --> 0:26:12.600
<v Speaker 1>it was a relatively modest team, A small team, not

0:26:12.680 --> 0:26:15.280
<v Speaker 1>a talented one, but a small one. So what are

0:26:15.320 --> 0:26:20.280
<v Speaker 1>some of the challenges you encountered throughout the development process? Oh?

0:26:20.520 --> 0:26:22.840
<v Speaker 1>I think, I mean, to be honest, I think we

0:26:23.600 --> 0:26:25.920
<v Speaker 1>bumped our heads every which way. I mean I could

0:26:25.920 --> 0:26:28.560
<v Speaker 1>probably I could probably go on on this topic, um

0:26:29.160 --> 0:26:31.600
<v Speaker 1>for a while, but no, I think you know, anytime

0:26:31.640 --> 0:26:35.560
<v Speaker 1>you're creating some something new and different, there's you know,

0:26:36.160 --> 0:26:40.760
<v Speaker 1>especially in games in generals, you're pretty much encountering issues daily, right,

0:26:40.920 --> 0:26:44.680
<v Speaker 1>I think you know, some of it would um would

0:26:44.680 --> 0:26:47.359
<v Speaker 1>be I don't know as big as when you know,

0:26:47.400 --> 0:26:50.840
<v Speaker 1>when we launched, our technology wasn't really able to scale.

0:26:51.520 --> 0:26:53.359
<v Speaker 1>We built a lot of this stuff internally, and we

0:26:53.440 --> 0:26:57.439
<v Speaker 1>never had a game that was just successful. So we

0:26:57.440 --> 0:27:00.200
<v Speaker 1>we would you know, on day one, we can him

0:27:00.200 --> 0:27:03.280
<v Speaker 1>off the data basically said oh okay, well we had

0:27:03.320 --> 0:27:06.480
<v Speaker 1>maybe I don't know, five thousand concurrent players or something

0:27:06.520 --> 0:27:09.320
<v Speaker 1>on the data, so let's you know, if we get

0:27:09.520 --> 0:27:13.080
<v Speaker 1>four or five times, that would be good, um, but

0:27:13.240 --> 0:27:16.520
<v Speaker 1>I think we had let's see, probably twenty times that

0:27:16.680 --> 0:27:19.000
<v Speaker 1>so we weren't really um in day one, so we

0:27:19.040 --> 0:27:21.760
<v Speaker 1>really weren't ready for that. And you know, we didn't

0:27:21.800 --> 0:27:25.880
<v Speaker 1>have enough servers up. It didn't scale properly. I mean

0:27:25.920 --> 0:27:29.159
<v Speaker 1>that was that was a big one. Um. You know,

0:27:29.240 --> 0:27:34.560
<v Speaker 1>some of the technology and just that we used and um,

0:27:34.640 --> 0:27:38.240
<v Speaker 1>you know, console development in general's pretty difficult and beam

0:27:38.280 --> 0:27:41.200
<v Speaker 1>a small team working across three platforms is another big

0:27:41.680 --> 0:27:45.040
<v Speaker 1>challenge as well. But even just gameplay, getting things right,

0:27:45.160 --> 0:27:48.800
<v Speaker 1>it would always be you know, okay, um, you know,

0:27:48.960 --> 0:27:52.200
<v Speaker 1>do we have players play more inside houses? Like? How

0:27:52.200 --> 0:27:54.920
<v Speaker 1>do we draw more into the house? Like, I think

0:27:54.920 --> 0:27:58.240
<v Speaker 1>the gameplay styles changed a lot. Like in the beginning,

0:27:58.280 --> 0:28:02.560
<v Speaker 1>I think Illphonic had lot of ideas for it being

0:28:02.600 --> 0:28:05.200
<v Speaker 1>more of an outdoor game, where I think Gun felt

0:28:05.240 --> 0:28:08.119
<v Speaker 1>it should be more of an indoor game, um because

0:28:08.119 --> 0:28:11.400
<v Speaker 1>they wanted a lot more of those uh like survival

0:28:11.440 --> 0:28:15.199
<v Speaker 1>horror elements of like hiding and barricading and you know,

0:28:15.400 --> 0:28:18.520
<v Speaker 1>using the cabins as cover and all that kind of

0:28:18.520 --> 0:28:22.160
<v Speaker 1>stuff um from Jason. But I think we had a

0:28:22.240 --> 0:28:26.480
<v Speaker 1>kind of a different um maybe style of play in

0:28:26.840 --> 0:28:29.160
<v Speaker 1>our heads. So a lot of it was kind of

0:28:29.160 --> 0:28:32.480
<v Speaker 1>coming together between both teams to say, you know, okay,

0:28:32.480 --> 0:28:34.840
<v Speaker 1>we get what you want here, this is kind of

0:28:34.840 --> 0:28:37.639
<v Speaker 1>what we're thinking here, and you know, we kind of

0:28:37.680 --> 0:28:39.480
<v Speaker 1>meat in the middle and I think, um, and then

0:28:39.560 --> 0:28:43.280
<v Speaker 1>sometimes it would even swing more towards uh, you know,

0:28:43.320 --> 0:28:46.760
<v Speaker 1>one team's suggestions versus another. But I think we were

0:28:47.320 --> 0:28:49.560
<v Speaker 1>you know, very aligned on what we wanted, and there

0:28:49.600 --> 0:28:52.240
<v Speaker 1>was a lot of communication. I mean there was daily talks,

0:28:52.280 --> 0:28:56.080
<v Speaker 1>you know, uh, like we were in so many meetings

0:28:56.120 --> 0:28:58.800
<v Speaker 1>with this game because I think a lot of things

0:28:59.320 --> 0:29:01.760
<v Speaker 1>kind of swung forth. But another thing that was challenging

0:29:01.800 --> 0:29:05.280
<v Speaker 1>too is you know, what features really need to go

0:29:05.360 --> 0:29:08.640
<v Speaker 1>in there? And after a while we just felt early

0:29:08.720 --> 0:29:10.960
<v Speaker 1>on like, okay, well this is a fun game, but

0:29:11.040 --> 0:29:13.040
<v Speaker 1>it's it's starting to leave it's fun, so we need

0:29:13.080 --> 0:29:16.280
<v Speaker 1>to give the players a bit more things to do. Um.

0:29:16.480 --> 0:29:19.360
<v Speaker 1>And at first we never were going to have the

0:29:19.480 --> 0:29:22.200
<v Speaker 1>car driv a bowl. Um. It was just gonna be

0:29:22.440 --> 0:29:24.480
<v Speaker 1>you know, you get the car parks and kind of

0:29:24.480 --> 0:29:27.160
<v Speaker 1>put them on the car, and you know, you you

0:29:27.280 --> 0:29:30.560
<v Speaker 1>end up um getting in there's like a cut scene

0:29:30.640 --> 0:29:34.280
<v Speaker 1>or something, and then you escape um, but we felt

0:29:34.360 --> 0:29:37.120
<v Speaker 1>after kind of testing a lot that that would happen

0:29:37.280 --> 0:29:41.120
<v Speaker 1>pretty quickly. Um. And then you know, I think Jotting

0:29:41.160 --> 0:29:43.720
<v Speaker 1>those guys over there basically suggested, hey, we just think

0:29:43.720 --> 0:29:46.760
<v Speaker 1>about a driveable car, and we were kind of terrified

0:29:46.760 --> 0:29:49.480
<v Speaker 1>because they're like, well, we don't really have the time

0:29:49.520 --> 0:29:52.240
<v Speaker 1>for that right now, and those are you know, that's

0:29:52.280 --> 0:29:54.280
<v Speaker 1>a whole new element to the game. So the car

0:29:54.400 --> 0:29:56.960
<v Speaker 1>was really challenging, but I think we all kind of said,

0:29:57.080 --> 0:30:00.640
<v Speaker 1>you know, it could be a little bit jaky, because, um,

0:30:00.680 --> 0:30:03.160
<v Speaker 1>you know, we think it's going to bring enough moments

0:30:03.200 --> 0:30:06.000
<v Speaker 1>to the table that if the car does have some

0:30:06.080 --> 0:30:08.560
<v Speaker 1>problems here there, we just kind of try to figure

0:30:08.560 --> 0:30:10.640
<v Speaker 1>out how to solve those. But we knew we were

0:30:10.720 --> 0:30:13.280
<v Speaker 1>kind of opening up and buying off a lot, so

0:30:13.840 --> 0:30:15.720
<v Speaker 1>you know, it forced us to kind of work a

0:30:15.760 --> 0:30:17.360
<v Speaker 1>bunch of eight hours. But I think we were all

0:30:17.360 --> 0:30:19.840
<v Speaker 1>passionate about the idea because we knew would make it better.

0:30:19.840 --> 0:30:21.800
<v Speaker 1>And I think we got the car in pretty quickly

0:30:22.400 --> 0:30:25.080
<v Speaker 1>in a rough state. But you know, most games, when

0:30:25.080 --> 0:30:27.160
<v Speaker 1>you look at like out of grant that auto or

0:30:27.200 --> 0:30:29.240
<v Speaker 1>even like a um, you know, some of the other

0:30:29.320 --> 0:30:33.160
<v Speaker 1>racing games out there, I saw very track based. Those

0:30:33.200 --> 0:30:35.400
<v Speaker 1>areas where the cars can and cannot go, you can

0:30:35.920 --> 0:30:37.800
<v Speaker 1>take them a bit off road, but for the most

0:30:37.800 --> 0:30:42.000
<v Speaker 1>part the games are built for vehicles, whereas this it

0:30:42.120 --> 0:30:45.680
<v Speaker 1>wasn't really from the beginning built four vehicles, who are like, Okay, well,

0:30:46.040 --> 0:30:48.160
<v Speaker 1>what happens if they started driving the car off into

0:30:48.160 --> 0:30:50.640
<v Speaker 1>the forest or hit big rock boulders and all this

0:30:50.800 --> 0:30:54.560
<v Speaker 1>kind of stuff. So we tried to really, um like

0:30:55.080 --> 0:30:57.000
<v Speaker 1>contain the car a little bit more of the road

0:30:57.080 --> 0:30:59.280
<v Speaker 1>so that I would make it easier for gameplay, but

0:30:59.280 --> 0:31:02.000
<v Speaker 1>at the same time it could really go anywhere the

0:31:02.000 --> 0:31:04.600
<v Speaker 1>player wanted to go. But I think that was something that,

0:31:05.240 --> 0:31:07.680
<v Speaker 1>you know, turn the game around to be really fun

0:31:07.680 --> 0:31:10.200
<v Speaker 1>and add this extra element I think lent really well

0:31:10.320 --> 0:31:12.320
<v Speaker 1>for for streaming and all that kind of stuff. Even

0:31:12.360 --> 0:31:16.440
<v Speaker 1>the voiceover I p and was was kind of an

0:31:16.480 --> 0:31:18.320
<v Speaker 1>idea that came up at one point and said, Oh,

0:31:18.320 --> 0:31:20.840
<v Speaker 1>wouldn't it be cool if you know, you could hear

0:31:20.880 --> 0:31:24.880
<v Speaker 1>each other talk with proximity, so counselors could talk to

0:31:24.880 --> 0:31:26.880
<v Speaker 1>each other. And then that kind of lent to the

0:31:26.920 --> 0:31:29.360
<v Speaker 1>walkie talkie idea. We wanted it where it's like, oh,

0:31:29.440 --> 0:31:31.440
<v Speaker 1>Jason could kind of yell at people or you know,

0:31:31.480 --> 0:31:34.440
<v Speaker 1>you could have people as Jason running after stuff, you know,

0:31:34.640 --> 0:31:37.200
<v Speaker 1>after them saying stuff to them. So we thought that

0:31:37.240 --> 0:31:40.120
<v Speaker 1>would add an important element. But that was very challenging

0:31:40.200 --> 0:31:44.240
<v Speaker 1>because we didn't really have you know, the engine UM

0:31:44.440 --> 0:31:47.680
<v Speaker 1>has very basic voice over I P and not all

0:31:47.760 --> 0:31:52.480
<v Speaker 1>platforms supported the ability to kind of take the voice

0:31:52.480 --> 0:31:55.920
<v Speaker 1>over IP and put it in the three D space. So, um,

0:31:55.960 --> 0:31:58.960
<v Speaker 1>that was a big challenge. But once we thought it

0:31:59.000 --> 0:32:01.040
<v Speaker 1>was a good idea and kind of prototype it out,

0:32:01.480 --> 0:32:03.600
<v Speaker 1>we had to have it, and you know, we did

0:32:03.600 --> 0:32:08.040
<v Speaker 1>whatever it took to make it happen. So did your team?

0:32:08.480 --> 0:32:14.200
<v Speaker 1>Did your team actually, uh developed the various versions for

0:32:14.240 --> 0:32:18.240
<v Speaker 1>each of the platforms, so PC, Xbox, and PS four.

0:32:18.600 --> 0:32:22.000
<v Speaker 1>We actually ended up doing all three platforms. We used

0:32:22.040 --> 0:32:25.880
<v Speaker 1>on Ronging four, which had um, you know a lot

0:32:25.920 --> 0:32:28.560
<v Speaker 1>of that stuff already in there. So it allowed us

0:32:28.600 --> 0:32:31.680
<v Speaker 1>to kind of develop one game and then um go

0:32:31.800 --> 0:32:33.600
<v Speaker 1>to the other platforms and kind of hit all the

0:32:33.600 --> 0:32:36.320
<v Speaker 1>certification standards. So I mean, there was still a ton

0:32:36.360 --> 0:32:38.960
<v Speaker 1>of work. They're getting me wrong, I name, I think, um,

0:32:38.960 --> 0:32:42.240
<v Speaker 1>we did it very quick as far as supporting all

0:32:42.240 --> 0:32:45.160
<v Speaker 1>three platforms. So that was a really big challenge because

0:32:46.120 --> 0:32:49.480
<v Speaker 1>we're also you know, we worked on in Xbox one

0:32:49.520 --> 0:32:52.560
<v Speaker 1>and a PlayStation flour game before, but not a game

0:32:52.600 --> 0:32:55.280
<v Speaker 1>where we had to take it kind of from A

0:32:55.360 --> 0:32:58.280
<v Speaker 1>to C you know, start to finish by ourselves as

0:32:58.320 --> 0:33:00.840
<v Speaker 1>a group. So there was a lot of areas that

0:33:00.880 --> 0:33:03.440
<v Speaker 1>we kind of learned and you know, bumped our heads

0:33:03.440 --> 0:33:05.840
<v Speaker 1>on and and uh but for the most part, I

0:33:05.840 --> 0:33:09.120
<v Speaker 1>mean there was a lot that is, they're already from

0:33:09.240 --> 0:33:11.320
<v Speaker 1>unrealni in four, but you still have to kind of

0:33:11.720 --> 0:33:14.680
<v Speaker 1>view all the user facing stuff on your own and

0:33:14.680 --> 0:33:16.000
<v Speaker 1>and there's a lot of work there, and there's a

0:33:16.040 --> 0:33:18.960
<v Speaker 1>lot of work that goes into just you know, making

0:33:18.960 --> 0:33:22.000
<v Speaker 1>sure that when you unplug a controller or something like that,

0:33:22.080 --> 0:33:24.800
<v Speaker 1>that it displays the right message and the message and

0:33:24.840 --> 0:33:28.160
<v Speaker 1>it is different between the different platforms by different standards

0:33:28.200 --> 0:33:31.320
<v Speaker 1>and all that kind of. Yeah, the reason why I

0:33:31.360 --> 0:33:33.720
<v Speaker 1>was asking is because, uh, you know, obviously there are

0:33:33.720 --> 0:33:35.720
<v Speaker 1>a lot of companies out there that will develop a

0:33:35.800 --> 0:33:39.440
<v Speaker 1>game for a specific platform and then they end up

0:33:39.520 --> 0:33:43.200
<v Speaker 1>using you know, a third party to go and port

0:33:43.240 --> 0:33:47.160
<v Speaker 1>that over to other platforms. So to have this this

0:33:47.280 --> 0:33:51.440
<v Speaker 1>one type team working on building a game, you know,

0:33:51.920 --> 0:33:54.400
<v Speaker 1>really building the game for the most part once but

0:33:54.520 --> 0:33:58.800
<v Speaker 1>then having to make those adjustments for the various platforms.

0:33:58.800 --> 0:34:02.560
<v Speaker 1>That is not a trivial problem. That's that's a lot

0:34:02.600 --> 0:34:05.040
<v Speaker 1>of work, and I think a lot of people don't

0:34:05.120 --> 0:34:07.800
<v Speaker 1>necessarily think about that when they're looking at a game

0:34:07.800 --> 0:34:10.880
<v Speaker 1>that's across multiple platforms, not they don't necessarily know that.

0:34:10.920 --> 0:34:14.480
<v Speaker 1>In many cases that's been worked on by different companies,

0:34:14.480 --> 0:34:17.200
<v Speaker 1>not let alone different teams. So I think it's just

0:34:17.320 --> 0:34:21.719
<v Speaker 1>very impressive to see a single group tackle all of that.

0:34:21.840 --> 0:34:25.720
<v Speaker 1>It's a very ambitious kind of approach. Uh And uh

0:34:25.920 --> 0:34:28.640
<v Speaker 1>So when you talk about some of these challenges and

0:34:28.760 --> 0:34:31.960
<v Speaker 1>bumping your head and things, I mean, you you guys

0:34:32.000 --> 0:34:36.880
<v Speaker 1>were tackling really a big, big challenge. You're talking about

0:34:37.719 --> 0:34:41.680
<v Speaker 1>a beloved property, so there's high level of expectation among

0:34:41.920 --> 0:34:49.520
<v Speaker 1>the the potential audience there. You're talking about, uh, fairly

0:34:49.560 --> 0:34:53.040
<v Speaker 1>relatively fast turnaround. I mean, as I understand it, summer

0:34:53.080 --> 0:34:55.440
<v Speaker 1>Camp was you know, you got started on that somewhere

0:34:55.440 --> 0:34:58.640
<v Speaker 1>around and you know, there's some games out there that

0:34:58.719 --> 0:35:05.040
<v Speaker 1>have infamously long development cycles, so that's pretty fast. And

0:35:05.080 --> 0:35:10.279
<v Speaker 1>you had a relatively small team. So while you ran

0:35:10.360 --> 0:35:12.759
<v Speaker 1>into a lot of challenges along the way, and the

0:35:12.880 --> 0:35:15.760
<v Speaker 1>launch was rough, and the scaling was was an issue.

0:35:16.239 --> 0:35:18.200
<v Speaker 1>You know, when you know the whole story, when you

0:35:18.239 --> 0:35:20.799
<v Speaker 1>know what was going on behind the scenes, you start

0:35:20.840 --> 0:35:24.919
<v Speaker 1>to see like, well, it's it was a monumental undertaking

0:35:24.960 --> 0:35:28.279
<v Speaker 1>really when you get down to it. So, uh, I

0:35:28.360 --> 0:35:31.200
<v Speaker 1>certainly appreciate that. That's one of those things that when

0:35:31.200 --> 0:35:33.520
<v Speaker 1>you learn more about how the industry works and you

0:35:33.560 --> 0:35:38.000
<v Speaker 1>see this particular approach, you get a greater appreciation for

0:35:38.120 --> 0:35:40.400
<v Speaker 1>the work you guys were facing on a day to

0:35:40.480 --> 0:35:50.240
<v Speaker 1>day basis. One other thing I wanted to talk about really,

0:35:50.640 --> 0:35:53.600
<v Speaker 1>and this is something that my my producer Ramsey, really

0:35:53.640 --> 0:35:58.680
<v Speaker 1>wanted me to talk about. Two is just how how

0:35:58.880 --> 0:36:03.120
<v Speaker 1>much this fee les like Friday. And in large part

0:36:03.239 --> 0:36:08.160
<v Speaker 1>that's due to the involvement of people who were who

0:36:08.200 --> 0:36:11.080
<v Speaker 1>were part of the Friday the Thirteenth film franchise as well.

0:36:11.160 --> 0:36:15.360
<v Speaker 1>You mentioned Harry man Bernini, who made the music for

0:36:15.680 --> 0:36:17.600
<v Speaker 1>Friday the Thirteenth, and he worked on the music for

0:36:17.640 --> 0:36:20.000
<v Speaker 1>the game and did the composing for the game, and

0:36:20.080 --> 0:36:23.400
<v Speaker 1>you know Sevini who did effects working on design for

0:36:23.440 --> 0:36:26.640
<v Speaker 1>the game, and of course Kane Hotter, who played Jason

0:36:26.719 --> 0:36:30.920
<v Speaker 1>Vorhees in various chapters of Friday the thirteenth doing motion

0:36:31.040 --> 0:36:34.040
<v Speaker 1>capture for the game. What was it like working with

0:36:34.080 --> 0:36:37.920
<v Speaker 1>people who actually created the stuff that you're trying to

0:36:38.040 --> 0:36:43.080
<v Speaker 1>emulate in a video game format. Yeah, I mean that

0:36:43.160 --> 0:36:47.480
<v Speaker 1>was that was amazing. I mean because I think, um,

0:36:47.520 --> 0:36:50.920
<v Speaker 1>you know, and I don't know, you know, like Mysonse,

0:36:50.960 --> 0:36:52.719
<v Speaker 1>I pe games and they kind of get a bad

0:36:52.719 --> 0:36:57.759
<v Speaker 1>rep because you know, they they don't necessarily go through

0:36:57.800 --> 0:37:00.520
<v Speaker 1>all the details. And I think that's something in that

0:37:00.520 --> 0:37:03.959
<v Speaker 1>that really brought to the table. Was you know, even

0:37:04.040 --> 0:37:08.319
<v Speaker 1>just when we shot the Kickstarter video at Sean Cunningham's house,

0:37:08.400 --> 0:37:10.120
<v Speaker 1>It's like we all got to just sit around the

0:37:10.160 --> 0:37:13.720
<v Speaker 1>table while people were doing interviews or you know or whatever,

0:37:13.840 --> 0:37:16.400
<v Speaker 1>the cameras were setting up and all that kind of stuff,

0:37:16.400 --> 0:37:18.759
<v Speaker 1>and we just got to kind of talk about, um,

0:37:19.400 --> 0:37:24.400
<v Speaker 1>you know, oh hey, so in like you know, where

0:37:24.480 --> 0:37:26.960
<v Speaker 1>did this come from? Or like what was this idea

0:37:27.040 --> 0:37:29.319
<v Speaker 1>based on? I mean, I think there's a lot more

0:37:29.480 --> 0:37:32.879
<v Speaker 1>thinking that goes into this kind of stuff. I think

0:37:32.920 --> 0:37:35.719
<v Speaker 1>where you know, I mean, these are people that these

0:37:35.760 --> 0:37:38.200
<v Speaker 1>are their stories. They kind of created them, they helped

0:37:38.200 --> 0:37:40.560
<v Speaker 1>tell these stories. They were around when it was shot.

0:37:40.640 --> 0:37:43.920
<v Speaker 1>They were next to the writers, they were next to

0:37:43.960 --> 0:37:46.360
<v Speaker 1>the actors, and you know, I think some of it

0:37:46.440 --> 0:37:49.400
<v Speaker 1>just kind of happens to just fall together naturally and

0:37:49.400 --> 0:37:52.560
<v Speaker 1>they don't you know, overtake it too much. But then, um,

0:37:52.600 --> 0:37:55.040
<v Speaker 1>you know, I think later on down the line, they

0:37:55.080 --> 0:37:57.399
<v Speaker 1>start thinking about a lot of things like, oh, so

0:37:57.880 --> 0:38:00.279
<v Speaker 1>you know, just different references to different part to the

0:38:00.280 --> 0:38:03.680
<v Speaker 1>films and if they're going to bring something back or

0:38:04.000 --> 0:38:06.040
<v Speaker 1>you know, what was the intention of making this part.

0:38:06.080 --> 0:38:08.719
<v Speaker 1>So having access to those kind of guys and and

0:38:08.920 --> 0:38:11.799
<v Speaker 1>you know, in having came for example, just tell us

0:38:11.840 --> 0:38:13.759
<v Speaker 1>like how you would get in the character and how

0:38:14.360 --> 0:38:17.080
<v Speaker 1>you know why he moved the way he did in

0:38:17.280 --> 0:38:20.960
<v Speaker 1>the films as Jason, and um, you know what his

0:38:21.600 --> 0:38:25.400
<v Speaker 1>kind of uh stint is. Jason's like brought to the

0:38:25.440 --> 0:38:28.040
<v Speaker 1>table along with him kind of knowing all the other

0:38:28.040 --> 0:38:31.960
<v Speaker 1>guys that played Jason, whether loss through convention or whatever else. Um,

0:38:31.960 --> 0:38:34.399
<v Speaker 1>he was able to kind of understand like what their

0:38:34.800 --> 0:38:37.480
<v Speaker 1>body types of like body language, so there's a lot

0:38:37.520 --> 0:38:40.760
<v Speaker 1>of details there. And just being close with those guys

0:38:40.760 --> 0:38:43.319
<v Speaker 1>and those guys just kind of living this for a

0:38:43.440 --> 0:38:46.800
<v Speaker 1>number of years, um, you know, twenty plus years or whatever.

0:38:46.880 --> 0:38:51.560
<v Speaker 1>It's they were able to, um really like they knew

0:38:51.600 --> 0:38:54.480
<v Speaker 1>a lot of a lot of the answers the questions

0:38:54.560 --> 0:38:57.400
<v Speaker 1>we had. I mean, I see, like Ronnie and West,

0:38:57.920 --> 0:39:00.799
<v Speaker 1>we're kind of the Friday thirteen Bible. I mean there

0:39:00.800 --> 0:39:02.920
<v Speaker 1>were times where they knew more than I think some

0:39:03.000 --> 0:39:05.520
<v Speaker 1>of the guys that actually worked on it or created

0:39:05.520 --> 0:39:09.040
<v Speaker 1>it did. And and I think that's why they worked

0:39:09.080 --> 0:39:11.600
<v Speaker 1>really well because they're able to throw out a lot

0:39:11.640 --> 0:39:13.719
<v Speaker 1>of that stuff when we were talking, and they kind

0:39:13.760 --> 0:39:17.320
<v Speaker 1>of got all these guys as blessing to Um really

0:39:17.400 --> 0:39:20.000
<v Speaker 1>like either fill in blanks or kind of continue moving

0:39:20.040 --> 0:39:23.160
<v Speaker 1>forward with certain things. And so I think that that's

0:39:23.200 --> 0:39:26.719
<v Speaker 1>what was really important between that relationship. But I mean

0:39:26.760 --> 0:39:29.839
<v Speaker 1>it just helped us really study the films and and

0:39:29.840 --> 0:39:33.560
<v Speaker 1>everything like that, so we're able to i don't know,

0:39:33.600 --> 0:39:35.640
<v Speaker 1>really nailed down kind of what the fuel is. Like.

0:39:35.680 --> 0:39:37.200
<v Speaker 1>I mean, there was a day when we kind of

0:39:37.239 --> 0:39:39.239
<v Speaker 1>sat around and just talked about color all day, and

0:39:39.480 --> 0:39:42.279
<v Speaker 1>I think having to be a conversation left had with

0:39:43.120 --> 0:39:46.120
<v Speaker 1>maybe as Tom Savini or or Shawan Tunningham. But at

0:39:46.160 --> 0:39:49.000
<v Speaker 1>one point Um they were just talking about like, oh,

0:39:49.080 --> 0:39:52.239
<v Speaker 1>you know, the cinematographer, like we would put you know,

0:39:52.360 --> 0:39:56.280
<v Speaker 1>this kind of paint on the walls to indicate certain things,

0:39:56.320 --> 0:39:59.480
<v Speaker 1>and I think it just really translated well into the

0:39:59.520 --> 0:40:01.799
<v Speaker 1>game as we were just kind of talk about how

0:40:01.840 --> 0:40:04.040
<v Speaker 1>they shot it, how they filmed it, you know, what

0:40:04.160 --> 0:40:05.920
<v Speaker 1>kind of film it was shot on, Like how we

0:40:05.960 --> 0:40:09.200
<v Speaker 1>would get that kind of effect and really go for

0:40:09.719 --> 0:40:12.400
<v Speaker 1>the cinematic look and feel. But I think, you know,

0:40:12.480 --> 0:40:15.400
<v Speaker 1>bringing Keen into it and bringing Hearing into it, I

0:40:15.400 --> 0:40:18.759
<v Speaker 1>mean and Tom, it really just kind of added that

0:40:18.880 --> 0:40:22.000
<v Speaker 1>extra element of Now we got the movement, we got

0:40:22.000 --> 0:40:25.120
<v Speaker 1>the feel of the mo cap, everything is coming from

0:40:25.120 --> 0:40:29.560
<v Speaker 1>the people that originally business and I like also, you know,

0:40:29.600 --> 0:40:32.600
<v Speaker 1>we didn't really mentioned this earlier, but in the game,

0:40:33.280 --> 0:40:37.520
<v Speaker 1>there are different versions of Jason Vorhees based upon the

0:40:37.520 --> 0:40:42.000
<v Speaker 1>different film films, because obviously his look changes from some

0:40:42.080 --> 0:40:45.160
<v Speaker 1>films to another. Sometimes it's a dramatic change, sometimes it's

0:40:45.160 --> 0:40:50.160
<v Speaker 1>more subtle. His preference for weapons can change, and of

0:40:50.200 --> 0:40:54.840
<v Speaker 1>course the iconic kills can change. So in the game

0:40:54.920 --> 0:40:58.680
<v Speaker 1>there are iconic kills you can you can do as

0:40:58.800 --> 0:41:03.280
<v Speaker 1>Jason against the Councils, and they depend upon which Jason

0:41:03.360 --> 0:41:08.120
<v Speaker 1>Jason you're using. Uh, my own personal favorite for reasons

0:41:08.280 --> 0:41:15.120
<v Speaker 1>of nostalgia is that you created a Friday the thirteenth,

0:41:15.400 --> 0:41:20.000
<v Speaker 1>Ney s version of Jason for the game You Get

0:41:20.040 --> 0:41:23.480
<v Speaker 1>your Purple Jason. Uh. If people are not familiar, there

0:41:23.560 --> 0:41:27.640
<v Speaker 1>was a Nintendo Entertainment System Friday the Thirteenth game that

0:41:27.800 --> 0:41:31.160
<v Speaker 1>was a very odd take on Jason Vorhees and I

0:41:31.239 --> 0:41:34.880
<v Speaker 1>love that that was a that was the character that

0:41:34.960 --> 0:41:40.480
<v Speaker 1>you could play in your game. Yeah, so it's pretty awesome.

0:41:40.480 --> 0:41:42.120
<v Speaker 1>I mean we you know, we we actually call it,

0:41:42.200 --> 0:41:46.440
<v Speaker 1>uh metro Jason. Uh yeah, but yeah, I think the uh,

0:41:46.880 --> 0:41:50.080
<v Speaker 1>you know, for all these reasons there, but but we um, yeah,

0:41:50.120 --> 0:41:52.680
<v Speaker 1>it was one that we were all like so strong

0:41:52.719 --> 0:41:57.160
<v Speaker 1>about here. Um. I think it was even early on

0:41:57.280 --> 0:42:00.080
<v Speaker 1>something we kind of did and you know, like you

0:42:00.120 --> 0:42:01.920
<v Speaker 1>get a debug format. We would have like a lot

0:42:01.920 --> 0:42:04.280
<v Speaker 1>of Purple Chases running around before we had to model

0:42:04.880 --> 0:42:06.640
<v Speaker 1>all finished and stuff. So it was only kind of

0:42:06.719 --> 0:42:09.279
<v Speaker 1>natural that we would kind of get that finished up

0:42:09.320 --> 0:42:11.440
<v Speaker 1>and release it out to the wild. But yeah, I

0:42:11.440 --> 0:42:15.080
<v Speaker 1>mean that was something as as a kid, I totally well,

0:42:15.120 --> 0:42:18.640
<v Speaker 1>I guess I don't you know, I would say I

0:42:18.640 --> 0:42:21.840
<v Speaker 1>remember it well, I don't remember the exact game, and

0:42:22.080 --> 0:42:24.880
<v Speaker 1>we kind of went back and watch YouTube videos and stuff,

0:42:24.920 --> 0:42:27.360
<v Speaker 1>but I definitely remember playing that game. And you know,

0:42:27.440 --> 0:42:32.440
<v Speaker 1>Nintendo games are always super hard day. So yeah, now

0:42:32.440 --> 0:42:34.760
<v Speaker 1>if you think, if you think winning as a counselor

0:42:34.840 --> 0:42:38.920
<v Speaker 1>is hard in Fight the Thirteenth game, play any old

0:42:38.960 --> 0:42:43.279
<v Speaker 1>school Nintendo game for five minutes and and just take

0:42:43.320 --> 0:42:47.600
<v Speaker 1>a moment to appreciate how things have changed. Um, not

0:42:47.680 --> 0:42:50.399
<v Speaker 1>that the old games weren't fun. They were, they were

0:42:50.440 --> 0:42:54.680
<v Speaker 1>just maddeningly difficult. Uh So, I've got a couple of

0:42:54.719 --> 0:42:58.440
<v Speaker 1>other more kind of goofy questions for you. One is,

0:42:58.440 --> 0:43:01.919
<v Speaker 1>is there a particular, like favorite detail that you have

0:43:02.360 --> 0:43:04.400
<v Speaker 1>of the games? I mean, obviously it's like picking your

0:43:04.440 --> 0:43:08.000
<v Speaker 1>favorite kid, but there's so much detail that goes into

0:43:08.200 --> 0:43:11.400
<v Speaker 1>this this game. Is there any particular either an Easter

0:43:11.520 --> 0:43:15.560
<v Speaker 1>egg or version of Jason or anything along those lines

0:43:15.600 --> 0:43:21.520
<v Speaker 1>that you you are particularly tickled by? Yeah? I think.

0:43:21.560 --> 0:43:25.040
<v Speaker 1>I mean it was cool with the savine Jason, just

0:43:25.080 --> 0:43:28.960
<v Speaker 1>seeing how popular that became and how everyone really wanted

0:43:29.120 --> 0:43:32.120
<v Speaker 1>that case. And I thought it was cool to watch them,

0:43:32.160 --> 0:43:35.640
<v Speaker 1>you know, to watch Tom and like create that new

0:43:36.280 --> 0:43:38.719
<v Speaker 1>Jason right like it's like, oh wow, we're kind of

0:43:38.800 --> 0:43:41.799
<v Speaker 1>adding on to that. I think the same for the

0:43:41.840 --> 0:43:45.919
<v Speaker 1>Famili tapes as well. I mean that was something, um

0:43:45.960 --> 0:43:49.000
<v Speaker 1>that that was really interesting because it kind of brought

0:43:49.040 --> 0:43:53.000
<v Speaker 1>in a whole new story of of what happened kind

0:43:53.000 --> 0:43:55.399
<v Speaker 1>of previously. Um, I won't give it away too much

0:43:55.400 --> 0:43:57.839
<v Speaker 1>in case people haven't listened to all or collected all

0:43:57.880 --> 0:44:01.200
<v Speaker 1>of them, but but it it was the new elements

0:44:01.200 --> 0:44:02.719
<v Speaker 1>of the story. I mean, I don't know. I was

0:44:02.800 --> 0:44:05.000
<v Speaker 1>really tied to the audio of the game because that's

0:44:05.080 --> 0:44:06.960
<v Speaker 1>kind of what I worked on a lot. Like I'm

0:44:07.000 --> 0:44:10.160
<v Speaker 1>a programmer as well, so I wrote a lot of

0:44:10.160 --> 0:44:12.359
<v Speaker 1>like the music systems and stuff like that. So that's

0:44:12.360 --> 0:44:15.120
<v Speaker 1>just kind of the area that I was always in.

0:44:15.200 --> 0:44:16.920
<v Speaker 1>But I don't know, the kills are really cool to

0:44:16.960 --> 0:44:21.000
<v Speaker 1>see come along and just don't It's it's tricky. I

0:44:21.040 --> 0:44:23.359
<v Speaker 1>don't know if I could kind of pick one one

0:44:23.480 --> 0:44:25.840
<v Speaker 1>detail because there was a lot of attention to detail.

0:44:25.880 --> 0:44:29.040
<v Speaker 1>I think winning um came into the you know, came

0:44:29.080 --> 0:44:31.600
<v Speaker 1>into making this game, and and that was something that

0:44:31.840 --> 0:44:34.080
<v Speaker 1>that Gun did a really good job bringing to the table.

0:44:34.239 --> 0:44:37.240
<v Speaker 1>There had to be all the little details because they knew,

0:44:37.880 --> 0:44:41.400
<v Speaker 1>you know, they neither be a vocal community with the

0:44:41.400 --> 0:44:43.960
<v Speaker 1>Friight third team community, and if we didn't do it right,

0:44:44.000 --> 0:44:46.040
<v Speaker 1>I mean, I think we would have to run the

0:44:46.040 --> 0:44:49.399
<v Speaker 1>other dittrection right so so they really to hit all

0:44:49.440 --> 0:44:51.319
<v Speaker 1>of that on the head. And there was a lot

0:44:51.320 --> 0:44:53.800
<v Speaker 1>of times where it's be like even just a scratch

0:44:53.840 --> 0:44:55.480
<v Speaker 1>on the mask, where it's like, oh, no one's going

0:44:55.560 --> 0:44:58.719
<v Speaker 1>to see this, but you know, sure enough we would

0:44:58.719 --> 0:45:00.719
<v Speaker 1>put it on there. We would think, oh, maybe we're

0:45:00.719 --> 0:45:02.640
<v Speaker 1>wasting our time, and do we really need to go

0:45:02.719 --> 0:45:05.640
<v Speaker 1>back and try to add this extra detail that we

0:45:05.719 --> 0:45:09.279
<v Speaker 1>might have missed or something. And you know, when when

0:45:09.320 --> 0:45:11.919
<v Speaker 1>that stuff came out, I mean it was analyzed under

0:45:11.920 --> 0:45:14.319
<v Speaker 1>a microscope, so we're kind of like, oh, you know,

0:45:14.640 --> 0:45:17.360
<v Speaker 1>thank god we put that in there. Um, because the

0:45:17.400 --> 0:45:22.120
<v Speaker 1>community noticed things like that, they noticed imperfection. There's there's

0:45:22.160 --> 0:45:24.160
<v Speaker 1>a lot of like imperfections when it kind of comes

0:45:24.160 --> 0:45:26.680
<v Speaker 1>to the mask and even just like the eyeholes for

0:45:26.840 --> 0:45:30.279
<v Speaker 1>dimple or not symmetrical and kind of getting those right

0:45:30.400 --> 0:45:33.120
<v Speaker 1>and just all the angles of that in the shape

0:45:33.120 --> 0:45:36.240
<v Speaker 1>of them. I mean, there was details down to that level,

0:45:36.719 --> 0:45:39.279
<v Speaker 1>and it all went totally noticed by the community. So

0:45:39.320 --> 0:45:42.840
<v Speaker 1>I think those were kind of for me probably the

0:45:42.840 --> 0:45:45.160
<v Speaker 1>the touches that I felt in the game that just

0:45:45.400 --> 0:45:48.960
<v Speaker 1>went a really long way. That works special. Well. My

0:45:49.160 --> 0:45:53.760
<v Speaker 1>last question for you is what is your favorite film

0:45:53.760 --> 0:45:59.959
<v Speaker 1>in the Fright of thirteen franchise. Wow, I know, tough one, right, Yeah,

0:46:00.320 --> 0:46:04.000
<v Speaker 1>it is. It is a tough one. I mean it's

0:46:05.080 --> 0:46:08.279
<v Speaker 1>like I think when you know, when personally I went

0:46:08.320 --> 0:46:10.520
<v Speaker 1>back to kind of revisit the films when we started

0:46:10.560 --> 0:46:14.360
<v Speaker 1>this game, it's like I totally forgot probably as the

0:46:14.600 --> 0:46:16.759
<v Speaker 1>original Friday and thirteen. So I think that one was

0:46:16.840 --> 0:46:19.480
<v Speaker 1>kind of special because you know, I think growing up

0:46:19.480 --> 0:46:21.600
<v Speaker 1>as a kid, like, you know, we were watching them all,

0:46:21.640 --> 0:46:24.320
<v Speaker 1>but they just all kind of playing together, and you

0:46:24.360 --> 0:46:27.440
<v Speaker 1>always remember like the hockey mask, right, I think you know,

0:46:27.560 --> 0:46:33.120
<v Speaker 1>seeing uh, seeing Sackhead and seeing um, you know, kind

0:46:33.120 --> 0:46:37.080
<v Speaker 1>of Pamela originally being the Killers. I think that was

0:46:37.880 --> 0:46:41.279
<v Speaker 1>that was probably more interesting to me. But I don't know,

0:46:41.320 --> 0:46:46.719
<v Speaker 1>I think I still really like Part three, probably just

0:46:46.800 --> 0:46:50.120
<v Speaker 1>kind of when and everything started shaping up a little more. Maybe.

0:46:50.160 --> 0:46:55.280
<v Speaker 1>So I don't know, it's you know, there's it's definitely

0:46:55.320 --> 0:46:57.839
<v Speaker 1>like something you really love and then some that you're like,

0:46:57.880 --> 0:47:00.360
<v Speaker 1>I don't think good, but you know, I don't know

0:47:00.360 --> 0:47:05.120
<v Speaker 1>what about I mean, okay, so you're gonna laugh. It's

0:47:05.239 --> 0:47:09.760
<v Speaker 1>legitimately my favorite. I like Jason X. I love Jason

0:47:09.760 --> 0:47:16.680
<v Speaker 1>and Space. It is. It is unapologetically ridiculous, but I

0:47:17.120 --> 0:47:22.520
<v Speaker 1>it's kind of celebrating in that, and I find joy there. Um.

0:47:22.080 --> 0:47:26.440
<v Speaker 1>I'm a big horror fan, so I love watching these two.

0:47:26.480 --> 0:47:29.520
<v Speaker 1>And you know, there have been times where the entire

0:47:29.600 --> 0:47:33.319
<v Speaker 1>series has been available for streaming and I would find

0:47:33.360 --> 0:47:35.279
<v Speaker 1>a day and I'd say, all right, today, I'm gonna

0:47:35.280 --> 0:47:38.000
<v Speaker 1>work through parts one through three, and tomorrow it's gonna

0:47:38.000 --> 0:47:39.960
<v Speaker 1>be four through six, and I would just, you know,

0:47:40.000 --> 0:47:46.880
<v Speaker 1>I just binge because I really like the filmmaking approach.

0:47:46.960 --> 0:47:50.760
<v Speaker 1>I love the effects. Uh you know, I like the

0:47:50.760 --> 0:47:53.879
<v Speaker 1>the innovation when it comes to things like how are

0:47:53.880 --> 0:47:55.960
<v Speaker 1>we going to top what we did in our last

0:47:56.040 --> 0:47:59.319
<v Speaker 1>film and not get it in a way where it

0:47:59.480 --> 0:48:02.520
<v Speaker 1>just becomes parody. Although I think you could argue Jason

0:48:02.520 --> 0:48:05.080
<v Speaker 1>Next kind of falls into that line. But that's kind

0:48:05.080 --> 0:48:08.200
<v Speaker 1>of why I like it. Um. And also, I'm friends

0:48:08.200 --> 0:48:11.680
<v Speaker 1>with a guy who for a while was working on

0:48:11.840 --> 0:48:16.160
<v Speaker 1>a scripted development that was was going to be the

0:48:16.200 --> 0:48:19.000
<v Speaker 1>next Fright the thirteenth film. It is since they've moved

0:48:19.000 --> 0:48:21.840
<v Speaker 1>on to a different writer, but for about two years

0:48:21.880 --> 0:48:24.440
<v Speaker 1>he was working on it, and to to see it

0:48:24.480 --> 0:48:26.719
<v Speaker 1>from that side was really cool. This would have been

0:48:26.719 --> 0:48:30.520
<v Speaker 1>the one after the reboot, so not the not the

0:48:30.520 --> 0:48:33.240
<v Speaker 1>Fright the Thirteenth reboot, but it would have been the

0:48:33.239 --> 0:48:37.840
<v Speaker 1>the next one. Um and uh yeah, so so chatting

0:48:37.840 --> 0:48:41.480
<v Speaker 1>with him in Atlanta, we have a ton of of

0:48:41.640 --> 0:48:43.759
<v Speaker 1>people in film, and this guy has been working in

0:48:43.800 --> 0:48:46.480
<v Speaker 1>movies for a while and so it was kind of

0:48:46.520 --> 0:48:51.239
<v Speaker 1>cool seeing it from his perspective as well. So yeah,

0:48:51.320 --> 0:48:53.120
<v Speaker 1>so I guess my favorite Friday the Thirteenth movie is

0:48:53.120 --> 0:48:58.080
<v Speaker 1>the one that was never made. Yeah. Yeah, well, you know,

0:48:58.200 --> 0:49:00.920
<v Speaker 1>hopefully hopefully one day, right, Yeah, you never know, it

0:49:00.920 --> 0:49:03.799
<v Speaker 1>may end up morphing into something else or or even yeah,

0:49:03.840 --> 0:49:07.120
<v Speaker 1>you never know. Things come around. But this has been

0:49:07.160 --> 0:49:10.680
<v Speaker 1>fascinating and I've, like I said, I've been following the

0:49:10.719 --> 0:49:14.319
<v Speaker 1>development of the game since the crowdfunding days, uh and

0:49:14.520 --> 0:49:17.319
<v Speaker 1>watching as it as it came out. And one of

0:49:17.360 --> 0:49:20.120
<v Speaker 1>the things I love about it is that it has

0:49:20.160 --> 0:49:25.560
<v Speaker 1>become a a wealth of of content for people who

0:49:25.600 --> 0:49:28.719
<v Speaker 1>live stream. It's one of those games that is frequently

0:49:29.280 --> 0:49:31.920
<v Speaker 1>being live streamed, either on YouTube or on Twitch or

0:49:31.960 --> 0:49:36.239
<v Speaker 1>other platforms, and so even if you're not ready to

0:49:36.360 --> 0:49:39.120
<v Speaker 1>jump in there just yet, you can watch as other

0:49:39.120 --> 0:49:42.520
<v Speaker 1>people play. I've watched groups who play it together and

0:49:42.560 --> 0:49:46.239
<v Speaker 1>then they'll which is great because you'll you'll get the

0:49:46.239 --> 0:49:49.560
<v Speaker 1>the conversation that goes on within the room itself if

0:49:49.600 --> 0:49:52.120
<v Speaker 1>they're all playing in the same room, as well as

0:49:52.160 --> 0:49:54.080
<v Speaker 1>the action that's going on on screen. And those are

0:49:54.080 --> 0:49:56.279
<v Speaker 1>some of my favorites because you get to especially when

0:49:56.320 --> 0:49:58.920
<v Speaker 1>people do something like they happen to pick the car

0:49:59.000 --> 0:50:00.719
<v Speaker 1>that only a lot has too seats in it, and

0:50:00.760 --> 0:50:05.160
<v Speaker 1>there's a third person there. That's always the best idea, right,

0:50:05.560 --> 0:50:08.239
<v Speaker 1>what's gonna happen? Who's gonna get left behind? And it's

0:50:08.239 --> 0:50:10.680
<v Speaker 1>fun watching a group a group of friends play it

0:50:10.800 --> 0:50:14.399
<v Speaker 1>and just you know, a group of group, a group

0:50:14.440 --> 0:50:16.480
<v Speaker 1>of good streaming friends that are kind of used to

0:50:17.040 --> 0:50:21.200
<v Speaker 1>playing and streaming together. It's there's some real special elements

0:50:21.239 --> 0:50:23.800
<v Speaker 1>you kind of see from that. It's it's pretty funny.

0:50:23.800 --> 0:50:27.000
<v Speaker 1>I mean, there's just probably hours and hours of content

0:50:27.080 --> 0:50:30.080
<v Speaker 1>that you could just watch that um that we see

0:50:30.080 --> 0:50:34.400
<v Speaker 1>and that's just I don't know, it's it's hilarious. It's awesome. Uh,

0:50:34.440 --> 0:50:38.200
<v Speaker 1>it's funny watching people get scared sometimes, and just even

0:50:38.239 --> 0:50:41.399
<v Speaker 1>just watching people that have played it for so long

0:50:41.440 --> 0:50:43.280
<v Speaker 1>and have so many hours in it and they still

0:50:43.320 --> 0:50:46.320
<v Speaker 1>have those moments of them like jumping or getting scared

0:50:46.360 --> 0:50:50.280
<v Speaker 1>you know, yeah, yeah, those those I mean, it's clearly

0:50:50.320 --> 0:50:52.840
<v Speaker 1>that hearkens back to the spirit of the films. So

0:50:52.880 --> 0:50:54.920
<v Speaker 1>when you've got that, when you can see that happen,

0:50:55.640 --> 0:50:58.000
<v Speaker 1>you could think, oh, yeah, we got that right, you

0:50:58.160 --> 0:51:01.120
<v Speaker 1>got got that right. That's actually the way you're supposed

0:51:01.120 --> 0:51:02.960
<v Speaker 1>to be. If you were watching this, you have that

0:51:02.960 --> 0:51:07.520
<v Speaker 1>that jump scare um and thankfully there's there's not like

0:51:07.760 --> 0:51:11.239
<v Speaker 1>a thousand fake jump scares with cats jumping out at

0:51:11.280 --> 0:51:16.520
<v Speaker 1>you everywhere. That's that would get old really quick. Uh well, Chuck,

0:51:16.680 --> 0:51:19.880
<v Speaker 1>thank you so much for joining the show and talking

0:51:19.920 --> 0:51:23.480
<v Speaker 1>about this. I really look forward to seeing how this

0:51:23.520 --> 0:51:27.120
<v Speaker 1>game continues as well as your future work. I'm really

0:51:27.280 --> 0:51:30.200
<v Speaker 1>curious to find out more about that further down the line.

0:51:30.800 --> 0:51:35.160
<v Speaker 1>And thank you again for joining tech Stuff. Yeah, well,

0:51:35.160 --> 0:51:37.120
<v Speaker 1>thanks for having us. It was it was great talking

0:51:37.120 --> 0:51:40.000
<v Speaker 1>to you. And uh yeah, thanks thanks for the support

0:51:40.000 --> 0:51:42.680
<v Speaker 1>and everything. All right, that was it. That was Chuck

0:51:42.719 --> 0:51:46.040
<v Speaker 1>brung Gart of Elphonic talking about Friday the thirteenth of

0:51:46.040 --> 0:51:49.400
<v Speaker 1>the game. We are so appreciative for his time and

0:51:49.520 --> 0:51:52.600
<v Speaker 1>uh and and getting to talk to him about what

0:51:52.640 --> 0:51:58.680
<v Speaker 1>this process was like. It's definitely something that I really

0:51:58.800 --> 0:52:01.120
<v Speaker 1>was interested in from the it go, and I think

0:52:01.239 --> 0:52:04.759
<v Speaker 1>it is a really fun experience. From a personal perspective,

0:52:05.160 --> 0:52:08.759
<v Speaker 1>playing Jason is a thrill. Playing a counselor is a

0:52:08.880 --> 0:52:11.480
<v Speaker 1>real challenge, and if you're playing with people who know

0:52:11.520 --> 0:52:15.239
<v Speaker 1>what they're doing, you can actually get pretty far in

0:52:15.280 --> 0:52:18.160
<v Speaker 1>this game as a counselor. It is still really really

0:52:18.200 --> 0:52:21.959
<v Speaker 1>hard and you'll probably die, but there's a chance you'll

0:52:22.000 --> 0:52:25.200
<v Speaker 1>make it out. And so if you are interested in

0:52:25.239 --> 0:52:28.760
<v Speaker 1>this game, you can always go and check out YouTube

0:52:28.840 --> 0:52:31.080
<v Speaker 1>videos or or let's play so that you can kind

0:52:31.080 --> 0:52:32.799
<v Speaker 1>of get a feel for what the game is like.

0:52:33.200 --> 0:52:37.360
<v Speaker 1>It's available on PC, at PlayStation four and Xbox One,

0:52:37.440 --> 0:52:41.000
<v Speaker 1>so it's on all the big consoles right now besides

0:52:41.040 --> 0:52:44.359
<v Speaker 1>the Nintendo Switch. And you can check that out and

0:52:44.400 --> 0:52:46.960
<v Speaker 1>try it out yourself see if you have the what

0:52:47.080 --> 0:52:51.239
<v Speaker 1>it takes to be a killer Jason or a surviving counselor.

0:52:51.400 --> 0:52:53.960
<v Speaker 1>Don't go in the lake. If you're a counselor. Jason

0:52:54.000 --> 0:52:57.440
<v Speaker 1>can move wicked fast in the water. I found that

0:52:57.520 --> 0:53:01.040
<v Speaker 1>out the hard way. And if you are in a

0:53:01.040 --> 0:53:04.840
<v Speaker 1>car and you see me, let me in the car please.

0:53:05.239 --> 0:53:09.880
<v Speaker 1>I have been left behind so many times. But thanks

0:53:09.960 --> 0:53:12.760
<v Speaker 1>again to Chuck brung Garten, the team over at Illphonic

0:53:12.880 --> 0:53:16.160
<v Speaker 1>for letting us have this conversation. We really appreciate it.

0:53:16.200 --> 0:53:19.160
<v Speaker 1>We rarely get a chance to actually hear the behind

0:53:19.200 --> 0:53:22.360
<v Speaker 1>the scenes process of what it was like to create

0:53:22.400 --> 0:53:25.000
<v Speaker 1>a piece of technology and release it to the world,

0:53:25.440 --> 0:53:29.360
<v Speaker 1>and to really get an understanding of where those challenges

0:53:29.400 --> 0:53:31.720
<v Speaker 1>are and how do you overcome them, So I greatly

0:53:31.760 --> 0:53:34.920
<v Speaker 1>appreciate it. Guys, if you have any suggestions for future

0:53:34.960 --> 0:53:38.439
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0:53:38.440 --> 0:53:40.719
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0:53:40.760 --> 0:53:43.640
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0:53:43.960 --> 0:53:45.600
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0:53:45.719 --> 0:53:48.719
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0:53:51.400 --> 0:53:55.240
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0:53:55.320 --> 0:53:58.000
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0:53:58.040 --> 0:54:01.040
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0:54:01.040 --> 0:54:05.400
<v Speaker 1>Stuff hs W. Remember on regular episodes, not interviews, but

0:54:05.480 --> 0:54:09.000
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0:54:09.080 --> 0:54:13.640
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0:54:13.680 --> 0:54:17.719
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0:54:18.160 --> 0:54:21.200
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0:54:21.320 --> 0:54:25.440
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0:54:25.520 --> 0:54:27.760
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0:54:27.760 --> 0:54:30.279
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0:54:30.280 --> 0:54:38.359
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0:54:38.400 --> 0:54:50.960
<v Speaker 1>thousands of other topics, staff works dot com