Showing posts with label Interviews. Show all posts
Showing posts with label Interviews. Show all posts
Saturday, July 4, 2015
Jeff Williams Interview
Jeff Williams is a critically-acclaimed composer who works primarily for the production company Rooster Teeth, and is known for scoring music for many of their various works including the webseries Red vs. Blue, RWBY, and X-Ray & Vav, along with the company's upcoming feature comedy Lazer Team. His daughter, Casey Lee Williams, is often involved with his works, and is the lead localist for the RWBY soundtrack.
I recently got the chance to ask Jeff a number of questions, and I am extremely grateful that he was willing to set aside a little bit of time to respond to them, even if the process was considerably rushed. I do feel rather bad for taking him away from his crazy busy projects. Enjoy the interview!
Wednesday, October 15, 2014
Garrett Vandenberg Interview
Hey folks. It's been quite a while since I've had an interview to share with the world. It's my pleasure to present to you an email interview with Garrett Vandenberg.
For those who do not know, Garrett Vanderberg is a freelance composer known for creating music for various projects including YouTube shows Messy Mondays and Say Goodnight Kevin. Additionally, he wrote and performed the "worship song written in five minutes", and helped found the hardcore band Elizabeth Crim.
Basically, he's a pretty awesome guy and you should check out his stuff.
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Reuben Horst: How did you get into composing?
Garrett Vandenberg: I got into composing at a very young age. I think I first started fooling around trying to write stuff on the piano when I was about 9. It didn't really amount to too much until later on in life when I got connected with my buddy Kevin McCreary. He really encouraged me to take music a little more seriously and try some new things. During the years I spent working on projects with him (from about 2010 until now, basically) I learned simply by doing. I learned how to write an album of music because he said, "Hey! Let's do it!" I learned how to score a radio drama because he said, "Yeah dude, you can do this." I honestly believe much of the reason I've gone as far as I have today is due to Kevin's encouragement and pushing me to see what I could really do.
RH: How did you meet the guys at Blimey Cow?
GV: Focus on the Family put on a live show for Adventures in Odyssey about 2 years ago, and Kevin and I decided to travel there and cover it for our podcast "The Odyssey Scoopcast". It was a ton of fun and we met a lot of great people—a couple of which being the Taylors. It was funny, because I think Kevin and I had only maybe seen part of one of their videos before, but they (especially Josh) were super excited to meet us because they were listeners of our show. I remember showing Josh the M'Kalister Park CD and he was really stoked on it and super encouraging. We talked for a bit at the show and exchanged contact information. From there it was just a matter of the way friendships tend to grow. We happened to have complementing skill sets, so we worked on stuff together sometimes. I really enjoy working with the guys.
RH: How did you come up with the “How to Write a Worship Song (In 5 Minutes or Less)” video?
GV: It was actually sort of a compilation of inside jokes my siblings and I have been making about the modern Christian music industry for years. One day I just decided to write it all down in the form of a skit, just for fun. I read it to my mom and she got a good laugh out of it, and I think I remember her actually mentioning that it was sort of similar to the style of videos Blimey Cow did. I'm not sure if that's what inspired me to talk to Josh about it; but regardless, I somehow ended up showing him the script. I wasn't even necessarily suggesting they do a video on it, but just wanted to share the skit with him because I thought he'd appreciate the sense of humor. When I did, he thought it was hilarious and asked me if they could do a video using my skit as the base for the script. I was thrilled to say, "Yes, go for it!" I'm really happy with what they did with the idea, and I'm super proud of how far they've come as a channel.
RH: How was Elizabeth Crim formed?
GV: Really, it was as simple as me hearing a dude at my church hardcore screaming during a worship set, and I came up to him afterward and said, "Hey dude, let's start a band."
RH: How did you come up with the name Elizabeth Crim?
GV: (I'm not super sure of the details of this story, but this is as best I can remember.) I actually didn't come up with it. Taylor, our lead vocalist, heard the name in a dream he had once about his grandmother (whose name was Elizabeth). In the dream he saw a demon screaming at his grandmother, but he heard God speaking to him and saying, "I'm going to use you to scream much louder than this demon," and since then he's been super inspired and focused on reaching the hardcore scene. The name Elizabeth Crim means "Violent Warrior for God".
RH: What are some of the musical projects you are most proud of?
GV: I've really loved all the projects that I've been able to work on with Red Chrome Media, and I think I'm the most proud of the different projects we've worked on together. I also have really enjoyed and am proud of the stuff I've had the opportunity to work on with the guys from Blimey Cow. The project I'm actually most proud of is a sort of indie rock/alt rock/acoustic album of some of my own personal songs. The problem is I'm still working on it and am not planning on sharing it with the world for a while. Someday, though.
RH: Have you ever considered composing music for video games?
GV: Yes, and in fact I have done music for a few different games. Sometimes more 8-bit chip tuney stuff, and other times more cinematic type scores. I'm really pretty eager to give anything a shot if I've got a client willing to hire me.
RH: What are some of your favorite composers and soundtracks?
GV: I don't listen to a lot of movie soundtracks, but some of my favorite composers are Luke Howard, Keith Kennif, and Robert J. P. Oberg. My absolute favorite classical album ever (and quite possibly my favorite album period) is called "Sun, Cloud" by Luke Howard. It is absolutely worth a detailed listen if you have the time to sit down with a good pair of headphones and take it in.
RH: What are some of your hobbies not related to music?
GV: I like juggling, yo-yoing, pogo sticking, snowboarding, video games (particularly platformer, puzzle, and RTS games), spending time with my heavenly father, and loving people.
RH: If you could change one thing about the music industry, what would it be?
GV: I think that music is a reflection of who people are. I don't think I would change anything about the industry directly, because the way it operates is simply a story about how the people behind it operate. There are plenty of beautiful albums out there by really genuine people; by terrible, selfish people; by talented people; but untalented people; by people who love God and want to glorify him in everything they do; by people who hate everything and are totally broken; but I think all of these albums have their places. I find I appreciate any music that reveals truth about someone or something. I suppose if I could change one thing, I would change people to be closer to God and have a deeper understanding of beauty and love and life, so their music and the way they distribute it would reflect all of those things more.
RH: If somebody were to murder you in your sleep, how would you react?
GV: I don't think I would.
RH: What is your favorite food?
GV: I like too many kinds of food to pick a favorite. I like a lot of kinds of pasta and my sister makes a really mean taco soup.
RH: Thank you for your time!
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If you want to want to find out more about Garrett and his projects, check out his website and the website for Elizabeth Crim. If you need a composer for your project, definitely check him out.
Monday, June 25, 2012
Robert Liparulo - The 13th Tribe Interview
Robert Liparulo is a man I've known about for a long time, as he's known in certain circles to be an amazing author. I met him last August at an event and received an advance copy of his book The 13th Tribe. I read it and was amazed. I haven't since read any more of his novels, but recently he was willing to let me send some questions his way about The 13th Tribe, and here are the results.
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Reuben Horst: How have you and your family been recently, Robert?
Robert Liparulo: We've been well, thank you. My son Anthony is in his first year of high school. He's a soccer nut. My youngest daughter is in kindergarten and taking dance lessons. My oldest son is embarking on a 7,000-mile hike along the Appalachian, Great Divide and Pacific Coast trails. And my oldest daughter is now living in Santa Fe. We're all having a blast.
RH: What exactly gave you the idea for this story?
RL: Some time ago, I started thinking about vigilantism, frontier justice. I think most of us would say we'd do something to stop, for example, a child abuser, even if we have to go outside the law to do it (assuming all other recourses have failed). But what are the ramifications of that . . . to society? To our souls? It's a scary door to open. The best way to examine a topic is to exaggerate it, or look at how it functions under extreme circumstances. I wanted to look at vigilantism that way: an exaggerated reason to be a vigilante . . . how far could you take it . . . what do you become if you practice it over a long period of time?
You can't think too deeply about taking the law into your own hands, about hurting people before they can hurt others, without eventually getting around to thinking about the nature of forgiveness and grace. So now there's God, filing off the edges of my story, shaping it into something bigger than it was before.
The 13th Tribe can be summed up in two words: Immortal vigilantes. But, really, it goes much deeper. It explores our struggle to grasp God's holiness; our stubborn belief in "earning" God’s favor, though we know better; and how even our good intentions can be twisted when we insist on abiding by our own limited logic instead of God's righteous wisdom. All of this in a story filled with action, cutting-edge technology, and complex characters—the kind of story I like reading myself.
RH: How much research is involved when writing a novel like The 13th Tribe? Are there any specific places you went or things you did to help you with research for the book?
RL: I traveled to many of the locations, read books and talked to experts about immortality, biology, theology, weapons (like flame throwers), high-tech military inventions (such as invisibility suits), relics, archaeology . . . I filled three six-inch binders with notes, maps, and photographs. I used to be an investigative journalist, so I tend to research a lot, and I have no qualms about asking the leading experts in their fields for interviews and throwing tough questions at them. I try to find the little gems that either stun readers or make everything in a scene feel just right.
I believe the only way to make such a wild concept as immortality palatable and entertaining to readers is to make everything else in the story as factual and real as possible. All the locations are real, and I hope detailed enough for readers to get a true feel for each place. And one way the immortals are traced through history is through actual art—such as the Spinario or Boy with Thorn and Jean Auguste Dominique Ingres's Apotheosis of Homer. I did a lot of research into biblical events, such as what really happened at the gold calf, and studied extra-biblical stories, such as the Apostle John being tortured by putting him into a vat of boiling oil. Many of the historic events described—a Civil War massacre, Rasputin's death— really happened.
A lot of times, science eventually "catches up" with God's miracles and we can explain them in human terms—which doesn't make them any less miraculous, but shows that God often uses the incredible things He created for us on earth to facilitate His will. I wanted that to be the case with the immortals, so I explain how every cell in the human body has telomerase genes—called immortal genes—which allow cells to replicate forever, which would result in the cessation of aging. Trouble is, they are "switched on" in only a few cells. I posit that God activated all the telomerase genes in the immortals, so there's both a biological and a supernatural reason for their immortality.
RH: How long did it take you to write the novel, from initial concept to final draft?
RL: About eighteen months, including the beginning convolutions from a book about vigilantes to a Christian story about immortal vigilantes. Most of the time was spent researching and deciding how to merge a solidly Christian story into my style of action-adventure-thriller.
RH: How much change did the story go through during that time?
RL: Other than that first big change, going into both the paranormal and Christian fields, it didn't change much from my initial concept. But I don't outline, so there’s not that much for my stories to change from.
I don't outline because I want my characters to lead me through a story. If I outline too extensively or too far ahead, then it's me, as an author, who is forcing my characters to behave the way I would behave in those situations. When I create compelling characters and set them free, they develop what seems to be personalities and behaviors all their own. They start to do things I never would have dreamed they would. They respond differently from the way I thought they would when I thought through the story. But I do have certain points in the story that I know I have to reach; I just prefer to let the characters tell me how to get there. Typically, I know about three days in advance which scenes are coming up. That helps me stay on track without being too overbearing on my characters.
RH: Who was your favorite character from the novel?
RL: Just because I spent so much more time with him than the others, I'd have to say Jagger. But Nevaeh's confused passion to please God intrigues me. Owen personifies my desires to know God better. Even Tyler endeared himself to me. When I finished the manuscript, I missed all of them.
RH: How did writing the novel impact your life?
RL: I've always studied His word, always sought deeper understanding, but now, writing about it, I'm learning so much more. To make these stories work, to make faith integral to the plots, I have to excavate theology like I never have before. What struck me more while writing and researching The 13th Tribe is that at every turn, I'm awed by His love for us, his tolerance and grace. We are so unworthy, but still, there He is, arms wide open.
RH: Without giving too much away, can you tell us something about The Immortal Files #2?
RL: We're back at St. Catherine's Monastery with Jagger, Beth, Tyler, and the monks, when a group attacks. We find out there is another group of immortals, called the Clan. These guys are really nasty. They don't care for God at all, and their only goal is to grief God by hurting his children. They get their hands on an artifact that allows them to peel back the curtain between our world and the spiritual realm. I had a great time writing it.
RH: Do you know the title of The Immortal Files #2 or approximately when it will be released?
RL: We're playing with a few titles now—The God Stone, The Vision Stone, or The 7th Vision (in keeping with the ordinal theme from The 13th Tribe). It should be out early 2013. I'm hoping for the third in the series to come out later that year.
RH: Are you currently working on any projects other than the Immortal Files series?
RL: I've started the third Immortal Files book, but I've decided to try something I haven't done before: I'm also working on the first book of the Hunter series, a YA series that should be out next year. A lot of writers I know keep several stories going at once. That way, if one isn't flowing or they’re waiting for research, they can switch over to another story. I've always written one at a time, but I think Immortal Files 3 and Hunter are different enough that I can give it a try. So far, I like it.
RH: If someone hasn't read any of your books, which would you recommend they read first, The 13th Tribe not included?
RL: That's always a tough call to make. I usually suggest that teens give Germ a try, probably because a lot of high schools have picked it up and I get a lot of emails from teen readers who like it. If readers like twisty-turny, I suggest Comes a Horseman. For more straight-up thrillers, try Deadfall, then Deadlock. Of course, if they're young, I suggest Dreamhouse Kings.
RH: What’s your favorite soft drink?
RL: Dr. Pepper.
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Once again, thanks to Robert for his time, and also thanks to those of you who submitted questions for me to add to this interview. Check out Robert Liparulo's website here.
Sunday, November 27, 2011
Stefan Schmidt - Van Canto Interview

If there's one thing I love, it's talented music that blows your mind to Kingdom Come. Van Canto is the first, and currently only, metal a cappella band in existence. The very first song I heard from them, Last Night of the Kings, drew me in like a whirlpool and I was mesmerized. Sometime later I remembered the song, looked it up, and then went on to listen to another of their songs—Lost Forever. That was where my mind was blown to Kingdom Come. Van Canto is a completely vocal metal band, with the exception of drums. Each of the six members play an important part in the band.
Due to virtually all of the "instruments" being vocals, I have never felt so much emotion in the songs of any other band. There are two types of people who listen to their music—those who instantly love it, and those who hate it. I, frankly cannot understand those who hate it. The more you listen to these days, the less their music seems like hilarity and the more you realize that it is... true art.
I recently talked with Stefan Schmidt, the founder of Van Canto. He's different from the other vocalists in the band for the reason that he plays the "guitar" solos. In truth, he sings into a guitar amplifier. No, that's not a cheat. That's legitimate.
Now, sit back with some popcorn and enjoy!
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Reuben Horst: How has your life been recently, Stef?
Stefan Schmidt: Full. But great! After being on tour last year we produced the new album, played festivals and just finished our first European tour. So everything is busy but very nice.
RH: What have been your major influences over the years?
SS: For me as the main composer I can name all the bands we are covering. The only main inspiration missing is Europe.
RH: Have any of the members of Van Canto been involved in other musical projects in the past few years, or have they all stuck close to Van Canto?
SS: Before Van Canto we all played in regular metal bands. Bastian and me in Jester's Funeral, Inga in Fading Starlight, Sly and Strilli (our first drummer) in Synasthasia, Ike in (cp) Rono and Ross in Deadly Sin. Since then we all stuck to Van Canto and quit our former bands. Bastian is running a piano-oriented side project named In Legend.
RH: What is it like to write songs in English, as your first language is German? Will you ever come out with any albums in German?
SS: It's easier to write in English because you don't have so many people around you telling you that your lyrics make no sense, haha. But on Break the Silence we have our first German song with "Neuer Wind", and we got very many positive reactions on this. Concerning the future I cannot tell; we don't make "master plans" or anything like that.
RH: As the first song I ever heard from you, Last Night of the Kings quick became one of my favorites. Was there anything in particular that inspired it?
SS: You should ask Sly [a.k.a. Dennis Schunke, lead vocalist], because he wrote that one. But his inspiration was just the imagination of the story the lyrics are about. Entering a king's castle and to make the night his last one.
RH: If Blind Guardian, who strongly inspired you and worked with you several times, were to cover one of your songs, which do you think it would be?
SS: "Take to the Sky" would fit, because Hansi already knows parts of the lyrics, haha.
RH: Have you ever considered the possibility of recording a concept album?
SS: Yes, we started something like that with our transmedia project "Peer Returns", which will be launched by the end of the year. Break the Silence contains a preview song of it: "A Storm to Come".
RH: Of all of your original songs, which is your favorite?
SS: It changes from day to day. Today it is "If I Die in Battle".
RH: What do you see in the future for Van Canto?
SS: Playing gigs, recording albums, having fun, staying friends. As easy as it. ;-)
RH: What is your favorite food?
SS: Spaghetti.
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Thanks once again for reading, and thanks to Stefan for letting me interview him.
Saturday, October 29, 2011
Steven Phillips - Crowned Warrior Interview

It's always interesting, the wonders you can find through Google. This particular wonder is named Steven Mark Phillips. He is the founder of a Christian power metal band, Crowned Warrior, and at present he plays all of the instruments and does all of the vocals. Pretty cool, huh? This is also very similar to how Theocracy, one of my all-time favorite bands, was started. Originally he had another member is his group, but they had to leave.
At present, Phillips is working with an organization to help him get off the ground. He has several songs recorded, which you can listen to on ReverbNation. When I asked him about them, though, he told me they were each recorded in 3-4 hours in his own studio, and that he could do much better if he put more effort into them. I was quite impressed.
I do feel a little bad, as this interview took place in July, and it's now October. But, then again, better late than never!
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Reuben Horst: Hey Steve! How’s it been going lately?
Steven Phillips: Great! Things are moving along and I am growing both musically and spiritually. I have all kinds of musical ideas bubbling up as I like to say. Now I just have to find the time to develop them into songs.
RH: When did you start playing music?
SP: I wanted a guitar when I was 11 but never ended up getting one until I was 15. I am self-taught as we were fairly poor. I couldn't afford books let alone lessons. I figured out everything from basic major and minor barre chords to basic lead scales by listening to my favourite rock bands at the time.
RH: In becoming a one-man band, originally a two-man band, what have been some of your greatest influences?
SP: In power metal I would have to say Black Sabbath, Iron Maiden and early Ozzy with Randy Rhoads. As far as early guitar influences probably the most influential on me were Ritchie Blackmore (Deep Purple, Rainbow), Brian May (Queen...early Queen...the good stuff ;-) ) and Allan Holdsworth. Of course there were many others such as Gary Moore, Tony Iommi, etc.
RH: If your record deal is successful, how long would you estimate it to take for you to complete an album?
SP: I am actually not working on a record deal per se, it's an artist development deal. There are many aspects to becoming successful in the music business besides talent. You need some guidance with developing the talent including song writing, vocal coaching, stage presence, audience rapport, etc. as well as the business side of things. But even more important is the ministry aspect. I am focused on being real and reaching out to people who have been through similar pains that I have been through. The folks I am working with are very focused on developing the ministry aspect along with everything else. They help you tap into your life experiences and what God has done in your life and help you bring that out in your music and on stage.
RH: I stand corrected. If you successfully release an album, do you think you will form a full band to play with you?
SP: That's a good question. I have always wanted to work with others in a collaborative way. My problem has been finding people who are as committed as I am, can play really well and can see the same vision. On the other hand it's not easy to get what's in your head and heart out in a way that others can reproduce what you are after. It's probably easier to do it yourself but then you lack other perspectives. So I am divided on it from a writing perspective and to some degree from a recording perspective.
If you think about it, classical composers do it all themselves then get musicians to play their music. That's one way to approach it I suppose.
Of course I would love to have some like minded and talented musicians to play with live.
RH: What is your favorite song, series of songs or concept album (by any band) that tells a story?
SP: Wow that's hard. I am an old Rush fan and I always loved the Hemispheres album. The story actually starts with a song off the previous album, "A Farewell To Kings" called "Cygnus X-1" then continues on the full side 1 (from the vinyl days) of Hemispheres. Then there's the old Todd Rundgren album with the so-called electric fairy tale "Singring and the Glass Guitar" but I am probably getting too obsure for you now. lol
RH: In the future, will you produce any story songs yourself?
SP: I'm not sure. I have always liked the fantasy story type of thing and have thought about it in the past. It's a bit more for the more progressive genres I think but that doesn't mean I won't explore it if I get inspired in that direction. I think it would be a lot more work to put it all together but it would be worth it.
RH: What exactly do you do for a living, and how does it compete with writing and performing music?
SP: I do computer work, from software development to systems integration, mostly server-based stuff. Of course I would like to work out of that and more and more into deriving a living from my music. It's not only a passion it's a calling so why shouldn't I be able to make a living at it. That's how I see it anyways.
RH: What are your dreams for the future of Crowned Warrior?
SP: I am taking a step by step approach. I am finally getting some music out there, mostly to get some feedback and see if what I am hearing, feeling and writing generates any interest, which it has. That makes me want to work all that much harder to put together an album of material that I can be proud of and can hopefully reach some people that may be searching for something more to life.
Beyond that I don't know because I think each step is built on the previous step so I won't know until I get there.
RH: What’s your favorite brand of soda?
SP: I don't really drink much in the way of soda but if I had to pick it would be A&W Root Beer.
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Thanks for reading, and don't forget to check out Crowned Warrior on RevebNation!
Reuben Horst
Sunday, October 16, 2011
Heroines, Princes, and Mountain Dew
Does anyone want to tell me why, when I searched "Heroines, Princes, and Mountain Dew" on Google Images, a picture of Birdo showed up? That's just . . . messed up!
So, the title of this blog post is a play on words of the title of a certain interview I had a while ago with a guy named Daniel Remar. You might have heard of him. Then again, you might not have.
Anyway, though he was a few months late, Dan actually linked to the interview from his main site. I just thought that was really cool and was worth mention.
Okay, that's it. Goodbye. I'll see you all later. ^.^
So, the title of this blog post is a play on words of the title of a certain interview I had a while ago with a guy named Daniel Remar. You might have heard of him. Then again, you might not have.
Anyway, though he was a few months late, Dan actually linked to the interview from his main site. I just thought that was really cool and was worth mention.
Okay, that's it. Goodbye. I'll see you all later. ^.^
Saturday, June 11, 2011
Day 07 - The Man Behind the Egg
Indie Video Gaming Week, Day 07 - Developer Interview: Matt Thorson

If you're wondering, the reason why Chris Roper's interview had a screenshot at the top instead of an awesome piece of fan art is, unfortunately, I couldn't find any fan art for Return to Sector 9!
Anyway, as I mentioned before, I am a huge fan of Matt Thorson and his games, so I was really looking forward to this interview. Read on, if you wish. If you don't, do so anyway.
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Reuben Horst: So how’s your life been recently, Matt?
Matt Thorson: It’s been great! Loving the spring/summer weather despite allergies.
RH: About how old were you when you started getting interested in making games?
MT: As far as I can tell I’ve always been interested, I used to draw video game levels as a kid. I think I first started actually making them when I was 14 or so with Game Maker.
RH: What are your favorite video games, PC or console?
MT: Some of my favorite games ever in no particular order are Yoshi’s Island, Pikmin 2, Team Fortress 2, Super Metroid, and Starcraft 2. There’s a lot more games I love, I just can’t think of them right now.
RH: What are your favorite hobbies not related to gaming?
MT: I like to paint, draw, graffiti, play guitar and drums, jog, bicycle, read, listen to music, and travel. Think that’s about all of them.
RH: Which of the games you have made are you the most satisfied with?
MT: Probably An Untitled Story and Give Up Robot 2, because those are the games where I feel like I broke the most new personal ground.
RH: Is there any chance that you could ever finish the game you were making quite a while back, Jumper 4?
MT: I might make a Jumper 4 someday. It likely won’t be much like the preview I gave earlier. I tend to start a ton of projects and eventually one of the many wins out and absorbs the ideas from the other projects, killing them in the process. If Jumper 4 comes back it’ll use new ideas.
RH: Without giving too much away, could you tell us a bit about your current projects?
MT: What I’m working on the most right now is a flash game with my friend Chevy Ray called Fat Wizard. It’s about a wizard who wants to make an omelet out of a gigantic egg. Gameplay-wise, it’s sort of like if you took my old Hold Off games but fleshed them out way way way more mechanically. Also its got a really cohesive and full world. That’s what Chevy is really good at – making things feel like a world within the computer.
MoneySeize 2 is a game for the Winnitron 1000. It’s a two-player competitive platformer designed to be played in an arcade setting. It’s about a married couple divorcing and each character trying to grab as much cash as possible.
And the Monocle Engine! I’m working on this with Alec Holowka and a bunch of people from the indie game community. It’s going to be a free, open-source framework for indie developers, to make 2D game development faster and easier.
RH: Is MoneySeize 2 ever going to be publicly released?
MT: Well anyone can play the Winnitron, and it’ll be a Winnitron game. So in that sense, yeah, it’ll be public. Whether I’ll make it available on my site for anyone to download, I don’t know yet. If it makes sense, then I’ll make it available.
RH: Looking back, are you glad you chose this career of making games?
MT: Incredibly glad. I do what I love all day and get paid. Plus, as a bonus, I decide my own work hours.
RH: What’s your favorite brand of soda?
MT: Don’t drink much soda, but I like any brand of root beer.
RH: Thanks for your time, Matt!
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Matt Thorson's Website
So that's the end of both the interview and IVGW 2011. I really had fun this week, and I think I'll do something like this again.
Until later,
Reuben Horst

If you're wondering, the reason why Chris Roper's interview had a screenshot at the top instead of an awesome piece of fan art is, unfortunately, I couldn't find any fan art for Return to Sector 9!
Anyway, as I mentioned before, I am a huge fan of Matt Thorson and his games, so I was really looking forward to this interview. Read on, if you wish. If you don't, do so anyway.
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Reuben Horst: So how’s your life been recently, Matt?
Matt Thorson: It’s been great! Loving the spring/summer weather despite allergies.
RH: About how old were you when you started getting interested in making games?
MT: As far as I can tell I’ve always been interested, I used to draw video game levels as a kid. I think I first started actually making them when I was 14 or so with Game Maker.
RH: What are your favorite video games, PC or console?
MT: Some of my favorite games ever in no particular order are Yoshi’s Island, Pikmin 2, Team Fortress 2, Super Metroid, and Starcraft 2. There’s a lot more games I love, I just can’t think of them right now.
RH: What are your favorite hobbies not related to gaming?
MT: I like to paint, draw, graffiti, play guitar and drums, jog, bicycle, read, listen to music, and travel. Think that’s about all of them.
RH: Which of the games you have made are you the most satisfied with?
MT: Probably An Untitled Story and Give Up Robot 2, because those are the games where I feel like I broke the most new personal ground.
RH: Is there any chance that you could ever finish the game you were making quite a while back, Jumper 4?
MT: I might make a Jumper 4 someday. It likely won’t be much like the preview I gave earlier. I tend to start a ton of projects and eventually one of the many wins out and absorbs the ideas from the other projects, killing them in the process. If Jumper 4 comes back it’ll use new ideas.
RH: Without giving too much away, could you tell us a bit about your current projects?
MT: What I’m working on the most right now is a flash game with my friend Chevy Ray called Fat Wizard. It’s about a wizard who wants to make an omelet out of a gigantic egg. Gameplay-wise, it’s sort of like if you took my old Hold Off games but fleshed them out way way way more mechanically. Also its got a really cohesive and full world. That’s what Chevy is really good at – making things feel like a world within the computer.
MoneySeize 2 is a game for the Winnitron 1000. It’s a two-player competitive platformer designed to be played in an arcade setting. It’s about a married couple divorcing and each character trying to grab as much cash as possible.
And the Monocle Engine! I’m working on this with Alec Holowka and a bunch of people from the indie game community. It’s going to be a free, open-source framework for indie developers, to make 2D game development faster and easier.
RH: Is MoneySeize 2 ever going to be publicly released?
MT: Well anyone can play the Winnitron, and it’ll be a Winnitron game. So in that sense, yeah, it’ll be public. Whether I’ll make it available on my site for anyone to download, I don’t know yet. If it makes sense, then I’ll make it available.
RH: Looking back, are you glad you chose this career of making games?
MT: Incredibly glad. I do what I love all day and get paid. Plus, as a bonus, I decide my own work hours.
RH: What’s your favorite brand of soda?
MT: Don’t drink much soda, but I like any brand of root beer.
RH: Thanks for your time, Matt!
---------
Matt Thorson's Website
So that's the end of both the interview and IVGW 2011. I really had fun this week, and I think I'll do something like this again.
Until later,
Reuben Horst
Friday, June 10, 2011
Day 06 - Crossing Fingers
Indie Video Gaming Week, Day 06 - Developer Interview: Chris Roper

That ship in the above image is about to be owned into pieces. Just saying. Anyway, we have gathered here today for a very special reason . . . it's Friday! No, no, no, I'm not referencing any song, I'm just saying that today is Friday! Friday is Day 06, and on Day 06 we interview people! Or at least one person.
That one person is Chris Roper (Pug Fugly Games), the genius behind Return to Sector 9, along with many other arcade-style shooters. I would call him a master of being addicting, but I'm pretty sure it's his games that are addicting, not himself (though who knows . . .).
Anyway, here it is, if you're bored enough to feel like reading the interview. . . . Just kidding, it's an awesome interview. Read it!
---------
Reuben Horst: So how’s your life been recently, Chris?
Chris Roper: Fine thanks!
RH: About how old were you when you started getting interested in making games?
CR: About 10. I started with a Sinclair ZX Spectrum in about 1983. I then made games on and off, on various computers and ultimately ended up with Game Maker.
RH: What are your favorite video games, whether PC, console, or handheld?
CR: My favourite games of the last few years are Uncharted 2 and Fallout 3. I don't really play many games but the PS3 is my gaming platform of choice at the moment.
RH: What really inspires you to make games?
CR: Generally I make games I'd like to play really. I guess that's ultimately a waste of time because once the game is done I tend to not want to ever see it again! Also it's nice to do something creative with your spare time I think.
RH: Which of the games you have made are you the most satisfied with?
CR: R2S9 [Return to Sector 9] - it's my best game, but apart from that it was a massive project that was on and off for a few years. I'm pleased I stuck with it and actually got it done, and I'm pleased with the overall quality of it. The Pyramid did well for me in winning the Retro Remakes contest, but I'm not all that fond

That ship in the above image is about to be owned into pieces. Just saying. Anyway, we have gathered here today for a very special reason . . . it's Friday! No, no, no, I'm not referencing any song, I'm just saying that today is Friday! Friday is Day 06, and on Day 06 we interview people! Or at least one person.
That one person is Chris Roper (Pug Fugly Games), the genius behind Return to Sector 9, along with many other arcade-style shooters. I would call him a master of being addicting, but I'm pretty sure it's his games that are addicting, not himself (though who knows . . .).
Anyway, here it is, if you're bored enough to feel like reading the interview. . . . Just kidding, it's an awesome interview. Read it!
---------
Reuben Horst: So how’s your life been recently, Chris?
Chris Roper: Fine thanks!
RH: About how old were you when you started getting interested in making games?
CR: About 10. I started with a Sinclair ZX Spectrum in about 1983. I then made games on and off, on various computers and ultimately ended up with Game Maker.
RH: What are your favorite video games, whether PC, console, or handheld?
CR: My favourite games of the last few years are Uncharted 2 and Fallout 3. I don't really play many games but the PS3 is my gaming platform of choice at the moment.
RH: What really inspires you to make games?
CR: Generally I make games I'd like to play really. I guess that's ultimately a waste of time because once the game is done I tend to not want to ever see it again! Also it's nice to do something creative with your spare time I think.
RH: Which of the games you have made are you the most satisfied with?
CR: R2S9 [Return to Sector 9] - it's my best game, but apart from that it was a massive project that was on and off for a few years. I'm pleased I stuck with it and actually got it done, and I'm pleased with the overall quality of it. The Pyramid did well for me in winning the Retro Remakes contest, but I'm not all that fond
of the game to be honest.
RH: How did you think of the story and backstory in the various arcade games in your compilation game, Return to Sector 9, that all take place in the infamous, fictional region of space known as “Sector 9”?
CR: Well I just wanted to have a brief background to each game. Didn't want to be serious or too in depth. I was going for an amusing, cliched kind of feel to the little stories. Not sure about the inspiration, probably Red Dwarf and various nasty space films...
RH: You recently stated that your latest announced game, Glum, has been indefinitely cancelled. Is there any possibility at all of you finishing it someday?
CR: Don't think so unfortunately, even though it is a pretty decent game I think, with a lot of potential. It would be a big project to do it justice and I don't want to commit to a year of development. Also I've become more interested in the idea of developing games for various mobile platforms and would like to concentrate on that.
I have quite a few promising projects that will probably never be worked on again, but I'm guessing it's the same for all developers.
RH: Are you working on anything new now?
CR: I've had to abandon a few projects lately for various reasons beyond my control which has been disappointing, but I'm currently in the process of formulating my next game. It's something a bit different and will hopefully be coming to a mobile device near you at some point, fingers crossed!
RH: If you could make a collaboration with any other video game developer, independent or not, who would it be?
CR: Hmm interesting. Not really sure, I think ultimately I'm happiest working on my own, although I would like to make a game with Darthlupi at some point. We've always discussed doing it, just the timing has never been right.
RH: What’s your favorite brand of soda?
CR: Would have to be boring and say Diet Coke unfortunately!
RH: Well thanks for your time, Chris!
---------
RH: How did you think of the story and backstory in the various arcade games in your compilation game, Return to Sector 9, that all take place in the infamous, fictional region of space known as “Sector 9”?
CR: Well I just wanted to have a brief background to each game. Didn't want to be serious or too in depth. I was going for an amusing, cliched kind of feel to the little stories. Not sure about the inspiration, probably Red Dwarf and various nasty space films...
RH: You recently stated that your latest announced game, Glum, has been indefinitely cancelled. Is there any possibility at all of you finishing it someday?
CR: Don't think so unfortunately, even though it is a pretty decent game I think, with a lot of potential. It would be a big project to do it justice and I don't want to commit to a year of development. Also I've become more interested in the idea of developing games for various mobile platforms and would like to concentrate on that.
I have quite a few promising projects that will probably never be worked on again, but I'm guessing it's the same for all developers.
RH: Are you working on anything new now?
CR: I've had to abandon a few projects lately for various reasons beyond my control which has been disappointing, but I'm currently in the process of formulating my next game. It's something a bit different and will hopefully be coming to a mobile device near you at some point, fingers crossed!
RH: If you could make a collaboration with any other video game developer, independent or not, who would it be?
CR: Hmm interesting. Not really sure, I think ultimately I'm happiest working on my own, although I would like to make a game with Darthlupi at some point. We've always discussed doing it, just the timing has never been right.
RH: What’s your favorite brand of soda?
CR: Would have to be boring and say Diet Coke unfortunately!
RH: Well thanks for your time, Chris!
---------
So yes, my entire goal of the day has just been completed. I'm finally finishing and posting on my blog before noon, and it's a lot better than trying and trying to get it done later in the day, and ending up with it being at least 5:00 pm before I get my blog post up.
But anyway, if you're interested in more games, check out Chris' website!
Ta-ta for now,
Reuben Horst
Thursday, June 9, 2011
Day 05 - Heroes, Princesses, and . . . Sprite?
Indie Video Gaming Week, Day 05 - Developer Interview: Daniel Remar

I have been a fan of Dan Remar since I first played his 2D platformer puzzle game, Castle of Elite, two or three years ago. I have stuck with him (been a loyal fan) since the release of his two latest games, Iji and Hero Core. He is currently working on a new game, Hyper Princess Pitch, partially based on the old DOS game Operation: Carnage.
I recently sat down with this man (figuratively) to talk about the games he made. The results are below in white.
---------
Reuben Horst: So how’s your life been recently, Daniel?

I have been a fan of Dan Remar since I first played his 2D platformer puzzle game, Castle of Elite, two or three years ago. I have stuck with him (been a loyal fan) since the release of his two latest games, Iji and Hero Core. He is currently working on a new game, Hyper Princess Pitch, partially based on the old DOS game Operation: Carnage.
I recently sat down with this man (figuratively) to talk about the games he made. The results are below in white.
---------
Reuben Horst: So how’s your life been recently, Daniel?
Daniel Remar: Pretty calm, but stressful - I need to stop feeling guilty for not answering emails on time or not updating my site or not working on my games for a while. I think having a cell phone, email adress and near-constant internet access leaves me too little time to relax and get away from other people's expectations, and the ones I place on myself. I stay away from social sites or things like Twitter, or I'd probably break. :p
RH: I know you like a lot of NES/SNES/DOS titles. Care to list some of your favorites?
DR: That's a lot... I can't really make a list. But the ones most influencing my work the last few years are games like Metroid, Jetpack, Section Z and Equinox.
RH: Which of the games you have made are you the most satisfied with?
DR: I'd say Hero Core, and Iji but for different reasons - the former because the design and execution is better than my previous games, the latter because I actually managed to finish it, especially since I'd stopped doing my comic "Ultimortal" halfway in 2004 and realized how terrible it was in hindsight. Iji is also the game that taught me how to handle critiscism; the improvements from 1.0 to 1.3 were mainly things people found were poorly done or missing. But it shows that I started working on it in 2004, and most of the writing and cutscene pictures are beyond saving from terribleness.
RH: What really inspires you to make games?
DR: My imagination mainly, and wanting to make people happy while making them think and feel. I need creative outlets all the time and have been drawing and making games since Qbasic, but as I grew older my games started to get "serious" twists to them, to keep them from being one-dimensional. There are few things more juvenile to me than a modern game with an angry man with a gun out for revenge. But I still make everything from Retrobattle to Iji and the extremes of World Fell Silent - I'm not saying I didn't enjoy games like Death Rally, but they had a sense of self-awareness to them.
After the potentially depressing endings of Iji and Hero Core though, I'm back to making more positively-toned games, whether they have any action or not. I'm drawn to the Super Mario games' way of inspiring your imagination and joy regardless of age.
RH: Acknowledging the fact that you have stated that there will most likely not ever be a sequel to your game Iji, do you think there is any possibility of there being more media related to the game in the future?
DR: I'm not sure. I like the little quirks of the setting, but with a game with so much text and backstory, not to mention plot holes, it's hard not to get self-indulgent and just spout more text about it. It would have to be a game or something interactive that makes use of the setting. Actually on the whiteboard at work there was such a game designed, called Tasen Lift Repairman, but I won't say any more or I'd just feel stressed about having to make that too. :p
RH: You are currently working on a game called Hyper Princess Pitch that was inspired by a DOS game called Operation: Carnage. Could you tell us a bit about this project?
DR: It's a lot of fun to make. If you've played Operation: Carnage, you'll recognize nearly everything about Hyper Princess Pitch's gameplay. However I want to improve on the things I didn't personally like about Operation: Carnage, such as the unfairness of dying and having to restart a whole room which is likely to get you killed several times more, and long waiting times between spawn waves.
To me, Operation: Carnage was all about the old-school cheesiness, the apparently crazy self-narrating player character and the over-the-top explosions and powerups. I try to make these more pronounced in Hyper Princess Pitch without sacrificing the gameplay or imbalancing it too much. However it has a 90's demoscene look in places, and the same kind of humor as Garden Gnome Carnage, so people will likely find it weird, especially if they haven't played GGC and know the characters. I'm afraid some will think it's just going for the "random humor" route, with mecha-elves, cats, princesses, piledrivers and rainbows, but it's really just building on the GGC world, which was made before I knew these things were pretty much mainstream tropes.
To counter this I'm putting more effort into the presentation and gameplay than before, so it's consistently better animated and snappier than my previous games, and I try to make it fun and varied to play through many times. The final boss uses a better variation of joint animation than Iji's final boss, for instance, and the different hats that represent the difficulty levels are worn by Pitch in the cutscene pictures and in-game sprites. However the higher expectations I put on myself also means it's been delayed for months, compared to when I thought it would be released. Right now I've been stuck on the ending animations for weeks due to a lack of motivation and friends asking "is it done yet?".
To return to a previous question, while you're playing a villain and it's an arcade action game, there's a playful mood and Pitch herself is cheerfully aggressive. I think just making her angry or giving the game a serious tone wouldn't make you feel happy and encouraged to replay it, and it would lose the self-awareness. After all, this is a game with garish colors and obvious nods to Mischief Makers, so any moment of seriousness is either accidental or played for laughs.
RH: Have you picked an artist to create the soundtrack for Hyper Princess Pitch yet?
DR: Yes, it's a great artist I've "hired" before, but no music has been produced yet so I don't know if I should say anything about this yet.
RH: You mentioned on your site recently that after your current project you’re going to take a long break from computers and gaming, so it will be the last game for quite a while. How long would you estimate before you ever develop another game?
DR: I won't stop planning and developing, but the game planned after Pitch is potentially a big one, and I won't work as quickly on it either. I need to excercise more and experience more new things, is all. While I'm very happy with my job at Ludosity it's becoming stale to have the same routine every day, and my back is suffering from all the sitting in front of screens. I had serious back pain for a while during Iji's development when I literally just sat and coded for weeks on end, and when your body tells you to stop, you listen.
But after Hyper Princess Pitch I'll also be pretty content with the collection of games I've done, so I may just want to do something different with my spare time for a while. I've wanted to join a voulenteer organization to do something more useful than making games, but I've always been too lazy, which is yet another factor of guilt and stress. :p
RH: What are some of your favorite freeware PC games?
DR: Cave Story, Lyle in Cube Sector, The Cleaner, World of Pong, Alien Swarm (the one on Steam) and Mr. Pants 2000 (yes, really).
RH: What is your favorite brand of soda?
DR: If we're talking carbonated sodas, definitely the regular Sprite.
RH: Thanks for your time, man!
DR: You're welcome!
RH: I know you like a lot of NES/SNES/DOS titles. Care to list some of your favorites?
DR: That's a lot... I can't really make a list. But the ones most influencing my work the last few years are games like Metroid, Jetpack, Section Z and Equinox.
RH: Which of the games you have made are you the most satisfied with?
DR: I'd say Hero Core, and Iji but for different reasons - the former because the design and execution is better than my previous games, the latter because I actually managed to finish it, especially since I'd stopped doing my comic "Ultimortal" halfway in 2004 and realized how terrible it was in hindsight. Iji is also the game that taught me how to handle critiscism; the improvements from 1.0 to 1.3 were mainly things people found were poorly done or missing. But it shows that I started working on it in 2004, and most of the writing and cutscene pictures are beyond saving from terribleness.
RH: What really inspires you to make games?
DR: My imagination mainly, and wanting to make people happy while making them think and feel. I need creative outlets all the time and have been drawing and making games since Qbasic, but as I grew older my games started to get "serious" twists to them, to keep them from being one-dimensional. There are few things more juvenile to me than a modern game with an angry man with a gun out for revenge. But I still make everything from Retrobattle to Iji and the extremes of World Fell Silent - I'm not saying I didn't enjoy games like Death Rally, but they had a sense of self-awareness to them.
After the potentially depressing endings of Iji and Hero Core though, I'm back to making more positively-toned games, whether they have any action or not. I'm drawn to the Super Mario games' way of inspiring your imagination and joy regardless of age.
RH: Acknowledging the fact that you have stated that there will most likely not ever be a sequel to your game Iji, do you think there is any possibility of there being more media related to the game in the future?
DR: I'm not sure. I like the little quirks of the setting, but with a game with so much text and backstory, not to mention plot holes, it's hard not to get self-indulgent and just spout more text about it. It would have to be a game or something interactive that makes use of the setting. Actually on the whiteboard at work there was such a game designed, called Tasen Lift Repairman, but I won't say any more or I'd just feel stressed about having to make that too. :p
RH: You are currently working on a game called Hyper Princess Pitch that was inspired by a DOS game called Operation: Carnage. Could you tell us a bit about this project?
DR: It's a lot of fun to make. If you've played Operation: Carnage, you'll recognize nearly everything about Hyper Princess Pitch's gameplay. However I want to improve on the things I didn't personally like about Operation: Carnage, such as the unfairness of dying and having to restart a whole room which is likely to get you killed several times more, and long waiting times between spawn waves.
To me, Operation: Carnage was all about the old-school cheesiness, the apparently crazy self-narrating player character and the over-the-top explosions and powerups. I try to make these more pronounced in Hyper Princess Pitch without sacrificing the gameplay or imbalancing it too much. However it has a 90's demoscene look in places, and the same kind of humor as Garden Gnome Carnage, so people will likely find it weird, especially if they haven't played GGC and know the characters. I'm afraid some will think it's just going for the "random humor" route, with mecha-elves, cats, princesses, piledrivers and rainbows, but it's really just building on the GGC world, which was made before I knew these things were pretty much mainstream tropes.
To counter this I'm putting more effort into the presentation and gameplay than before, so it's consistently better animated and snappier than my previous games, and I try to make it fun and varied to play through many times. The final boss uses a better variation of joint animation than Iji's final boss, for instance, and the different hats that represent the difficulty levels are worn by Pitch in the cutscene pictures and in-game sprites. However the higher expectations I put on myself also means it's been delayed for months, compared to when I thought it would be released. Right now I've been stuck on the ending animations for weeks due to a lack of motivation and friends asking "is it done yet?".
To return to a previous question, while you're playing a villain and it's an arcade action game, there's a playful mood and Pitch herself is cheerfully aggressive. I think just making her angry or giving the game a serious tone wouldn't make you feel happy and encouraged to replay it, and it would lose the self-awareness. After all, this is a game with garish colors and obvious nods to Mischief Makers, so any moment of seriousness is either accidental or played for laughs.
RH: Have you picked an artist to create the soundtrack for Hyper Princess Pitch yet?
DR: Yes, it's a great artist I've "hired" before, but no music has been produced yet so I don't know if I should say anything about this yet.
RH: You mentioned on your site recently that after your current project you’re going to take a long break from computers and gaming, so it will be the last game for quite a while. How long would you estimate before you ever develop another game?
DR: I won't stop planning and developing, but the game planned after Pitch is potentially a big one, and I won't work as quickly on it either. I need to excercise more and experience more new things, is all. While I'm very happy with my job at Ludosity it's becoming stale to have the same routine every day, and my back is suffering from all the sitting in front of screens. I had serious back pain for a while during Iji's development when I literally just sat and coded for weeks on end, and when your body tells you to stop, you listen.
But after Hyper Princess Pitch I'll also be pretty content with the collection of games I've done, so I may just want to do something different with my spare time for a while. I've wanted to join a voulenteer organization to do something more useful than making games, but I've always been too lazy, which is yet another factor of guilt and stress. :p
RH: What are some of your favorite freeware PC games?
DR: Cave Story, Lyle in Cube Sector, The Cleaner, World of Pong, Alien Swarm (the one on Steam) and Mr. Pants 2000 (yes, really).
RH: What is your favorite brand of soda?
DR: If we're talking carbonated sodas, definitely the regular Sprite.
RH: Thanks for your time, man!
DR: You're welcome!
---------
And there you have it, people. One interview, ten questions, pure awesome. Keep checking my blog in the next couple days for interviews with indie developers Chris Roper and Matt Thorson!
Until later,
Reuben Horst
Tuesday, May 10, 2011
An Interview with Magnus PÃ¥lsson

What's up, world? Today I interviewed a man named Magnus PÃ¥lsson. Interesting name, eh? Probably only because I live in the states, and he doesn't.
Magnus may be most known as his online alias, SoulEye. He is a digital music composer and has made music for numerous popular independent games, including VVVVVV by Terry Cavanagh and Garden Gnome Carnage by Daniel Remar. I first heard of him several years ago because one of his chiptunes, "Embrace", came as one of several examples with the digital music-creating program MadTracker 2.
I've had conversations with him via email at least three times before, but at least the second time he didn't remember me from the first. I don't blame him, because the first time I never mentioned anything worth remembering.
Anyway sit back, relax, drink Dr. Pepper, and read on.
---------
Reuben Horst: So how has your life been recently, Magnus?
Magnus PÃ¥lsson: Good! I just went to Nordic Game and met a bunch of nice indie people, played some games, had some beers, and listened to a couple of entertaining talks.
RH: How do you pronounce your last name (sorry, just had to ask)?
MP: Paul-son will suffice.
RH: How old were you when you started making digital music?
MP: Oh boy, I think I was like... 10? My dad got one of the first portable computers called Epson HX-20, and that one could generate one beep at a specific length and pitch at a time. Fascinating to me, annoying as hell for anybody else around.
RH: So how old exactly are you now?
MP: I'm 34!
RH: What are your favorite digital music artists, and what are your favorite actual bands?
MP: I'm going to have to go for some (oftentime old) game music here... Koji Kondo, Martin Galway, David Whitaker, Jake Kaufman, Chris Hülsbeck... And more contemporary, well... I don't get many hangups on bands like one would think, but I do enjoy certain songs to bits, like recently I quite enjoyed "Jag Kommer" by Veronica Maggio, so much so that I made a cover of it quite in detail.
RH: What are your favorite hobbies that are not related to music?
MP: Just like any other dude I like playing games, socializing, watching movies... And, you gotta get down on Fridays. FUN FUN FUN FUN! (For those who got that reference: I'm sorry. For those who didn't: I envy you!)
RH: How do you pronounce your last name (sorry, just had to ask)?
MP: Paul-son will suffice.
RH: How old were you when you started making digital music?
MP: Oh boy, I think I was like... 10? My dad got one of the first portable computers called Epson HX-20, and that one could generate one beep at a specific length and pitch at a time. Fascinating to me, annoying as hell for anybody else around.
RH: So how old exactly are you now?
MP: I'm 34!
RH: What are your favorite digital music artists, and what are your favorite actual bands?
MP: I'm going to have to go for some (oftentime old) game music here... Koji Kondo, Martin Galway, David Whitaker, Jake Kaufman, Chris Hülsbeck... And more contemporary, well... I don't get many hangups on bands like one would think, but I do enjoy certain songs to bits, like recently I quite enjoyed "Jag Kommer" by Veronica Maggio, so much so that I made a cover of it quite in detail.
RH: What are your favorite hobbies that are not related to music?
MP: Just like any other dude I like playing games, socializing, watching movies... And, you gotta get down on Fridays. FUN FUN FUN FUN! (For those who got that reference: I'm sorry. For those who didn't: I envy you!)
(Unfortunately, I got the reference...)
RH: What game’s soundtrack that you’ve made are you the most satisfied with?
MP: That has got to be VVVVVV. It's got some of my best songs I ever made in the past in it.
RH: Of the games that you have made music for, which is your favorite to play?
MP: VVVVVV is the best, but hasn't got as much replay value as Garden Gnome Carnage. Special mention goes to Space Phallus (the first level only).
RH: You made a highly-respected soundtrack for Terry Cavanagh’s game VVVVVV (as you just mentioned). If he were to ever make a sequel, would you be interested in creating the soundtrack for it?
MP: Thanks, and yes! I'd love to. Terry will not be making a sequel though, so if anybody feels compelled to carry on the legacy, you could talk to Terry. Just don't tell him I sent you. He'd kill me. He'd make a maze of spikes for me to run through. No, really.
RH: Are you working on any large projects right now?
MP: There's Mega Man 2.5D, Groove Motion, and a CD of my own to go for.
RH: What’s your favorite brand of soda?
RH: What game’s soundtrack that you’ve made are you the most satisfied with?
MP: That has got to be VVVVVV. It's got some of my best songs I ever made in the past in it.
RH: Of the games that you have made music for, which is your favorite to play?
MP: VVVVVV is the best, but hasn't got as much replay value as Garden Gnome Carnage. Special mention goes to Space Phallus (the first level only).
RH: You made a highly-respected soundtrack for Terry Cavanagh’s game VVVVVV (as you just mentioned). If he were to ever make a sequel, would you be interested in creating the soundtrack for it?
MP: Thanks, and yes! I'd love to. Terry will not be making a sequel though, so if anybody feels compelled to carry on the legacy, you could talk to Terry. Just don't tell him I sent you. He'd kill me. He'd make a maze of spikes for me to run through. No, really.
RH: Are you working on any large projects right now?
MP: There's Mega Man 2.5D, Groove Motion, and a CD of my own to go for.
RH: What’s your favorite brand of soda?
MP: Dr. Pepper! I have a sweet spot for things that smell like glue and soap...
RH: Thanks for your time, man.
MP: Sure! If you have some follow-up questions, feel free to fire away!
RH: Thanks for your time, man.
MP: Sure! If you have some follow-up questions, feel free to fire away!
---------
There was only one follow-up question, and I'll give a free copy of the VVVVVV soundtrack to whoever can guess which one it is . . . just kidding! I don't even own the soundtrack myself yet, though I certainly plan on getting it within the next few days, because it's so awesome.
Thanks again to Magnus for letting me interview him, even though his life is filled-up and he has hundreds of unread emails. He's probably tired of me telling him thanks by now, but oh well, he's just that awesome.
~Reuben/Arkatox~
Wednesday, May 4, 2011
An Interview with Charlie Dominici

Now here's something different. Or rather, someone different.
Charlie Dominici is probably best known as being one of the first vocalists for the progressive metal band Dream Theater, back in 1989. He left after their first album, and he quit the music industry for about fifteen years, before he was invited to help sing the encore at Dream Theater's 15th anniversary concert. That inspired him to get into music again, and in 2005 he wrote, performed (vocals, acoustic guitar, harmonica) and published an album all by himself, called O3: A Trilogy, Part 1, in which a story is told. This obviously called for a sequel (two, actually, since it's a "trilogy"), and before too long he teamed up with a band named Solid Vision, and produced O3: A Trilogy, Part 2 and O3: A Trilogy, Part 3 in full progressive metal under the band name "Dominici".
O3 Part 3 was released in 2008, and the band has been silent since then. There is a chance that they could come back, though they'll most likely never make any more concept albums. For now I'll just say that O3 is an awesome story, and therefor Mr. Dominici is awesome. Speaking of which, I just recently interviewed him. Care to be entertained?
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Reuben Horst: Knowing you, Charlie, I decided to stay clear of any questions involving our government or the economy. *grins*
Charlie Dominici: Thanks! We have a government and an economy?
RH: How has your life been recently, Charlie?
CD: I've been great! I'm healthier than ever and I’m looking forward to starting up some new music soon.
RH: How old were you when you got into singing or music in general?
CD: I was 5. I was imitating the singers my mom used to play on the record player all the time. Tony Bennett, Frank Sinatra, etc.
RH: What are your favorite bands in general?
CD: I can't even answer that without mentioning hundreds of bands.
RH: The story of your O3 Trilogy is very intriguing and complex. Was it inspired by anything in particular?
CD: Yes. The song "Honor thy Father" [by Dream Theater]. In fact the whole trilogy is a direct result of listening to that song backwards while bathing in chicken blood and chanting "I fired Mike!" over and over. Just kidding … JUST KIDDING everyone!
It was perspired, not inspired. I sweated that story out over many years of watching the events in the world unfold. It then started to come together in 2004 and was obviously finished in 2007 with part 3.
RH: How much research was required to create a story like O3?
CD: Actually I did more research on the last part than on the other two parts combined. I did some scientific research in the beginning in order to make the O3 (Ozone) part of it more plausible. The fact that O3 molecules break down and turn back into O2 when it comes in contact with other O2 molecules was the key. I figured that if there could be a catalyst of some sort that would work the opposite way, turning every O2 molecule the O3 touches into O3, and then it is feasible that it could be used as a WMD.
RH: About when would you approximate that O3 takes place in time? I mean what year in the future?
CD: Thousands of years ago. Before Adam and Eve. Or is it sometime in the near future? …I’m not really sure myself.
RH: So I hear there is a chance that you and the band Dominici could return someday. Is this true?
CD: There is a chance but I wanna wait till I grow up.
RH: What is your favorite Dream Theater album?
CD: "When Dream and Day Unite", of course! Because that’s the only one I sang on.
RH: According to Wikipedia, you’re turning 60 in June. Do you feel like you’re old, or like you still have years and years ahead of you?
CD: Who wrote that? 60? Haha, I'm not turning 60. No way am I turning 60! No freaking way! Who wrote that?
RH: What’s your favorite brand of soda?
CD: I’m really weird when it comes to soda. I like a brand that a lot of people probably never heard of. It’s called "Coca Cola". You ever had it? It's awesome! Lots of sugar and caffeine!
RH: Thanks for your time, Charlie!
CD: My pleasure, Game Boy!
RH: The story of your O3 Trilogy is very intriguing and complex. Was it inspired by anything in particular?
CD: Yes. The song "Honor thy Father" [by Dream Theater]. In fact the whole trilogy is a direct result of listening to that song backwards while bathing in chicken blood and chanting "I fired Mike!" over and over. Just kidding … JUST KIDDING everyone!
It was perspired, not inspired. I sweated that story out over many years of watching the events in the world unfold. It then started to come together in 2004 and was obviously finished in 2007 with part 3.
RH: How much research was required to create a story like O3?
CD: Actually I did more research on the last part than on the other two parts combined. I did some scientific research in the beginning in order to make the O3 (Ozone) part of it more plausible. The fact that O3 molecules break down and turn back into O2 when it comes in contact with other O2 molecules was the key. I figured that if there could be a catalyst of some sort that would work the opposite way, turning every O2 molecule the O3 touches into O3, and then it is feasible that it could be used as a WMD.
RH: About when would you approximate that O3 takes place in time? I mean what year in the future?
CD: Thousands of years ago. Before Adam and Eve. Or is it sometime in the near future? …I’m not really sure myself.
RH: So I hear there is a chance that you and the band Dominici could return someday. Is this true?
CD: There is a chance but I wanna wait till I grow up.
RH: What is your favorite Dream Theater album?
CD: "When Dream and Day Unite", of course! Because that’s the only one I sang on.
RH: According to Wikipedia, you’re turning 60 in June. Do you feel like you’re old, or like you still have years and years ahead of you?
CD: Who wrote that? 60? Haha, I'm not turning 60. No way am I turning 60! No freaking way! Who wrote that?
RH: What’s your favorite brand of soda?
CD: I’m really weird when it comes to soda. I like a brand that a lot of people probably never heard of. It’s called "Coca Cola". You ever had it? It's awesome! Lots of sugar and caffeine!
RH: Thanks for your time, Charlie!
CD: My pleasure, Game Boy!
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So yeah, things are going well. Thanks to my amazing fan base of ten or so people for reading my blog, and thanks Mr. Dominici for letting me interview you!
~Reuben/Arkatox~
Wednesday, April 13, 2011
An Interview with Steven James

It seems that time again when I need to stop being lazy and interview somebody. Several people were inspired by my interview with Erin Healy, and they either interviewed her themselves, or interviewed someone else. But these interviews that I inspired (really, it was just one simple interview that I hosted . . .) actually inspired me to conduct another interview.
I thought about interviewing Ted Dekker, of whom I'm a great fan, and even co-founded a writing group on Facebook that was inspired by him (check the Facebook box on the right). I decided against it, because he's always super busy, and has someone else read his emails for him anyway.
Even though I eventually selected Steven James, I later found out that the same was for him. He is very busy, and has somebody read his emails for him. Well, at least he answered my questions. That's what I like about Erin Healy, she actually runs her own email.
But anyway, yes, I chose Steven James. James is one of my favorite authors of all time, having written (and currently being in the process of writing) my favorite series ever, known as the Patrick Bowers Files. These books are bestsellers, and for good reason. If you remember, I reviewed his novel The Bishop (book #4 in the series) a while ago.
Anyway, enough wait. Interview away . . .
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Reuben Horst: So how are you and your family doing, Steven?
Steven James: We are thankful that my daughter (who is 17) is recovering magnificently from her cancer that was diagnosed and treated last summer. Ballet and dance lessons, chorus, volleyball, class trips, student government, all fill the days of my three daughters.
RH: How old were you when you got into writing?
SJ: I’ve always like making things up, telling stories, etc… but it wasn’t until I was in my late twenties before I started sending in stories to be published. I always like to encourage young authors to get to work because some have a ten year headstart on me.
RH: What are your favorite authors of all time, Christian or non-Christian?
SJ: Peter Kreeft, Thomas H. Cook, Gillian Flynn, Guy de Maupassant, Mark Greaney
RH: In your Bowers Files series, who is your favorite character, Patrick Bowers not included?
SJ: I’d have to say I really like Tessa [Bowers, Patrick's daughter]. She has grown on me and watching her mature and change through the series has been fascinating.
RH: How do you think your upcoming novel, The Queen, is turning out? Can you tell us a bit about it, without giving too many details?
SJ: Well, it’s the most explosive one yet, with the biggest stakes. More like an episode of 24 than CSI—ecoterrosists, cyberterrorism, an internationally-wanted assassin, and Bowers trying to stop, well, all-out war in the Middle East.
RH: Of all of the books written by other authors in the Detective/FBI genre, which would you recommend the most?
SJ: I don’t read any. Sorry. I avoid them so that I don’t subconciously end up copying ideas, tone, voice, etc… Instead, I check out movies.
RH: Aside from the Bowers Files series, what is your favorite book that you have authored?
SJ: I’d say “Story.” It’s an exploration of the Christian story woven through the Bible. Wonder-based, somewhat poetic, when I wrote it I had the feeling that I was born to write that book.
RH: Do you really think that the Bowers Files series could eventually go over eight books, like you mentioned in an interview with Family Fiction recently?
SJ: I’m hoping. I just agreed to write two more for my publisher—A prequel called “Opening Moves” and “The King.” If fans keep reading the books, I hope to end with “Checkmate.”
RH: This is kind of random, but are you into video games at all? If so, which ones?
SJ: I used to be, when I was a teen! However, most of the popular ones today are so addictive and complex that I’m afraid if I picked it up again I would get so involved I’d never finish my books on time.
RH: What’s your favorite brand of soda?
SJ: Root beer. Just like Tessa.
RH: Thanks for your time, Steven!
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The Patrick Bowers Files currently consists of four books, The Pawn, The Rook, The Knight, and The Bishop. The next installment, The Queen will be released later this year, and eventually will be followed by a prequel called Opening Moves, and then the story will be concluded in The King and Checkmate.
You may think that this series is Chess-related, and you are right in a way. It's not really about the board game, but more about the idea. Which moves you make affects your opponent's moves, and in the end it all comes down to brains and strategy.
The Patrick Bowers Files is about a detective, Patrick Bowers, and his adventures, if you'd call them that. I will not say too much, except that if you like the thriller genre at all, you need to read this series.
Thanks, Steven, for your time, and an awesome interview!
~Reuben/Arkatox~
Tuesday, January 4, 2011
An Interview with Erin Healy

Well some time ago I got really bored and started thinking up very weird ideas of what I could do. Surprisingly one of the first things I thought of was an email interview with someone. It's an idea that I've toyed with several times in the past, but never really acted upon. I always thought I could interview someone like Charlie Dominici or Erin Healy or somebody.
So I went for Erin Healy. We're friends, in a way. We've had several interesting and friendly conversations over email and FaceBook, and I figured I'd go ahead and see if I could get an interview. Here, a couple weeks later, I have what I wanted.
Erin Healy is an award-winning Christian editor and author who has worked with authors such as Frank Peretti, Ted Dekker, Jane Kirkpatrick, Randy Ingermanson, and Gilbert Morris. Yes, I did just get a couple of those names from Erin's FaceBook page, but that is completely irrelevant.
Anyway, I settled down at my computer, and wrote out ten questions. No more, no less. Well, unless you count the off-record question about whether she'd seen the Dawn Treader yet. This is how the interview turned out.
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Reuben Horst: So how are you and your family doing, Erin?
Erin Healy: Doing great, thanks! Happy to be resuming routines now that the holidays are over.
RH: How old were you when you got into writing or editing?
EH: I regretfully admit that I plagiarized my first story while in second grade from my best friend, who was (and probably still is) a brilliant, imaginative thinker. After that, I found my heart in third-grade poetry and haven’t stopped writing since. Improved stuff, I hope. The editing didn’t come until later, while working my way through college. I had jobs on the newspaper and also as a tutor, teaching peers to write strong papers.
RH: What are your favorite authors of all time, Christian or non-Christian?
EH: This is such a tough question. I can name one author or a bazillion, so I’ll just name one. I read all of Chaim Potok’s books while in college and haven’t yet met an author who has moved me emotionally as much as My Name Is Asher Lev did. Potok, who was Jewish, wrote amazing stories about the painfulness of Jewish history and about what happens when an individual’s faith and experiences butt heads. I find that his stories transcend religion and are easy for me to enter.
RH: Of all the books you've helped edit for an author, which would you recommend the most?
EH: Ah, you move from tough to impossible! Honestly, I don’t know how to answer the “most” part of this question. I recommend different authors for different reasons. All of them have such strengths. I recommend Jane Kirkpatrick for living historical sagas and poetic prose; Lisa Samson for gritty and stunning characters; Ted Dekker for the adrenaline rush; Colleen Coble for the romantic adventure … and I haven’t even scratched the surface.
RH: Are you satisfied with the result of your second solo novel, soon to be released, The Promises She Keeps?
EH: Yes. It’s very different from my first novel. Promises keeps the supernatural core, but without angels and demons this time, and without oppressive darkness. The result is a spiritual conflict between characters that is more interpersonal than private. I hope readers feel that Promises still does a great job of asking high-stakes spiritual questions in exciting, dramatic, and memorable ways while drilling a few more inches into the human heart.
RH: Without giving away anything you’re not supposed to, what do you think of Forbidden, the upcoming novel you edited for Ted Dekker and Tosca Lee?
EH: It’s fantastic, of course. I think readers who enjoyed Ted’s Circle Trilogy will love Forbidden.
RH: Is there any chance that you and Ted will go back and finish your sequel to Blink of an Eye? (I believe you told me I could nickname it ‘Blink Again’ a while ago.) I know the project was indefinitely delayed, and you really aren’t planning on going back, but is there a chance?
EH: Chances are slim to none. Ted’s with a different publisher now, and unless the new house resurrects his passion for the idea—which was really custom tailored for our co-authoring publisher at the time—I don’t see it happening.
RH: Of the four novels you’ve written (two solo and two with Ted Dekker), which one is your favorite?
EH: In my mind, I don’t put my solo and co-authored books in the same category of thinking. Between Kiss and Burn, I love Burn for its metaphorical mind-bending. Between Never Let You Go and The Promises She Keeps, I’m partial to Promises, because it’s closer to the kind of stories that I really want to be writing.
RH: Do you have a third solo novel in the works?
EH: Yes. It’s called The Baker’s Wife (Fall 2011), about a police officer who takes a little bakery hostage because he believes the owners kidnapped his wife. The baker’s wife must find her before time runs out. I’m sending the manuscript to the publisher tomorrow—look for a synopsis on my website in late spring or early summer.
RH: What’s your favorite brand of soda?
EH: Diet Dr Pepper!
RH: Thanks for your time, Erin!
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I actually won a signed copy of Erin Healy's first solo novel, Never Let You Go, on FaceBook about a year ago or so. Sometime pretty soon after it came out in May. I just found out today that she'd recently had a sweepstakes contest for The Promises Shes Keeps too, but I missed it. I don't feel as bad as I would have if I hadn't also just found out today that I won a signed copy of Merrie Destefano's novel Afterlife from a sweepstakes that I forgot I'd entered a few months ago.
Anyway, look for Erin Healy's new book, The Promises She Keeps, coming in February!
ErinHealy.com
Erin Healy's FaceBook Page
~Reuben/Arkatox~
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