interview

MEGO - Marty Abrams Interview - London Toy Fair 2023

Originally founded in 1954 by Dave Abrams, Marty Abrams, now commonly known as “the father of action figures”, took the helm of the Mego company in 1971 and shifted the direction to licensed action figures.

Join Bruno as he interviews Marty on all things Mego!

Big Chief Studios Visit Pt 2 of 3 | Doctor Who 9th, 10th, 11th & 12th Definitive Doctors & Excl K9

Part 2 with the FIRST REVEAL of the new 9th, 10th, 11th and 12th Doctors [DEFINITIVE EDITION]. Plus a classic series Supreme Dalek and an EXCLUSIVE weather worn K9.

Neil was delighted by this surprise reveal of these prototypes of the Definitive Editions of the 9th (Christopher Eccleston), 10th (David Tennant), 11th (Matt Smith) and 12th (Peter Capaldi) Doctors. Of course any adventure will have its perils and thanks to battery issues the video had to be supplemented with material from digital cameras and mobile phones.

A big thanks to Mark of Big Chief Studios for his time and trouble.

These are remarkable collectables and Neil will be ordering them so look out for future coverage.

For more on Big Chief Studios; https://www.bigchiefstudios.co.uk/

EGX 2019 - Mao Mao Castle - Asobi Tech Interview with Viet

We had a smashing time at this year's EGX at London's Excel playing Mao Mao Castle by the talented team at Asobi Tech, consisting of brothers Quang and Viet.

Viet was kind enough to spare some time to chat about this fantastic throw-back to Space Harrier with our resident interviewer extraordinaire Neil Kenny, enjoy!

EGX 2019 - Tony Slopes - Jon May Interview

Downhill racing, riding upon a humpback whale...if that isn't enough to get your interest we don't know what is!

The game in question is Tony Slopes, created by SEEDTECH Studios and it certainly caught Neil and Tom's eye as they prowled the London's EGX 2019 show looking for the next big BP interview.

Join Neil as he chats to Jon May about a game which was turning heads aplenty in Indie Devs section of the event.

Ian Kennedy at The Lakes International Comic Art Festival 2018

On a very wet Saturday Neil attended the Lakes Comic Art Festival and after watching the 'Flying High - Meet the Kennedys' drawing demonstration caught up with Ian Kennedy at the Scottish Comics Bothy. A very popular and crowded location.

The comic courses mentioned by Ian are in association with the University of Dundee;

https://www.dundee.ac.uk/english/comics/ https://www.dundee.ac.uk/study/pg/com...

See some of Ian's work here;

https://www.comicartfans.com/searchre...

EGX 2016 Interviews - Game of The Show?

It's that time of the year again, a date thats always bookmarked in the Blast Process diary. EGX is the UK's biggest gaming event that's held at Birmingham within the NEC.

So what did we get up too? Here's a few of our Interviews that we carried out with some upcoming indie developers!

Snake Pass is our clear winner going into our YouTube viewership but we'll be checking out  the games come closer to release and let you know our verdict on them.

Interview with Gal from Wave Interactive on Buck Game

We have a quick chat with Gal from Wave Interactive who's working on Buck, a post-apocalyptic action adventure.

The game is currently crowd funding on Kickstarter with 9 days left!


BUCK is a story-driven, 2D Metroidbrawler set in a post-apocalyptic wasteland. You play as Buck, a motorcycle garage mechanic who decides to leave everything he knows behind in order to find the truth behind a girl's disappearance all while struggling to adjust himself to a world he doesn't fully understand.

It's a touching story with your dog becoming the hero of the game, was this always the first option to have Buck as a lead character for Wave Interactive's launch game?

Indeed it was. The first GDD I wrote for the game, back when I was 12, had the exact same title; Buck was always meant to be the protagonist. Many substantial changes were made to the game since then, the only unchanged element is Buck.

Someone in your team is very active within your communities, how has this helped shape the future of Buck and how important is it for your team?

A game isn't a game if no one is playing it. There's nothing that's more important for us then staying in touch with our growing community. Now that the Kickstarter is looking more promising than ever, we feel confident that our way forward towards Buck's release will be shared and shaped by our constant dialogue with our players. It's important for all of us. We are gamers at the end of the day and we've all done our share of community talks on other games and their respective community forums. We all have valuable feedback as players, the more we receive and improve upon, the better Buck will be as a finished product.

Being just shy of $5,000 needed of the $30,000 goal with just over a week left. What does this mean to your team?

It means that we can breath a short sigh of relief and enjoy the understanding that we can continue to work on our dream project. All thanks to our amazing backers. The road ahead is by no means a simple one for us, but with a successful Kickstarter behind us and a growing player-base of gamers, we'll be able to reach early access with flying colors. We can only improve from here on out. Buck’s story has just begun.

Adding ones pet to your game has become quite popular on the perks page for the Kickstarter campaign, was it hard to choose the perks?

We had to take a long look at our current tech and workflow to carefully decide where we could include external community content, with as much efficiency as possible. We've become experts in implementing four legged friends into in-game characters. We've had tested this before for some members in our community. There are pets that are in the demo right now that belong to members of our community. We're really excited to see more of our community's pets in the game and can't wait to implement it with a design they'll find awesome.

We like our retro games here at Blast Process, but what do you prefer Megadrive or SNES?

I'd have to go with the SNES, while it wasn't the first console I've owned, I did play it for days if not months at my cousins house. I love it to bits. Though our programmer would undoubtedly choose the Megadrive.


Thanks to Gal for taking the time to do this interview and if you wish to see more about Buck, you can have a look through the kickstarter campaign here and why not give the team a shout on their twitter page

Karma. Incarnation 1 Interview with Andrey Sharapov

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karma Andrey Sharapov, CEO & Producer for AuraLab is currently working with his team on Karma. Incarnation 1. A "Classical 2D point-n-click psychedelic adventure, permeated with original humor and mind blowing puzzles." but what caught our eye was the dark and spooky world that is held within a vibrant and colourful environment.

We asked Andrey a couple of questions to find out a little more about Karma. Incarnation.

1. Their soundtrack is great, how did they come up with that style of music? John Kukaryamba (from Zmeiraduga band) is a friend of Alexander Kuvshinov (our art director and inspirer), so they knew each other for quite a long time before we started this project. When I listened to the music that Alexander chose for the game - I said that it’s the best choice for our vision, I really like the music of Zmeiraduga band too, so we never had any real doubts about it

2. What’s the deal with the full stop in the name?

The full stop after the name is there because the game’s planned as a series – nothing exciting really. So, for example, the next in the series will be Karma. Incarnation 2 – but future titles may still use the Karma. name, as long as they’re interconnected within the same gaming world we’ve created.

3. Like the visual style. What influenced the character's design, and why was black chosen as the predominant colour for the foreground and characters?

It’s a question for our art director and ideologist Alexander Kuvshinov, I think he has some kind of astral vision, like Pip and he takes images straight from the cosmos or astral world =)) And a some of sources of hi inspiration was the animated series by Zumbakamera and Adventure Time.

4. The game has a very original storyline, combined with unusual gameplay mechanics. What inspired you to come up with this game?

Good question, the games of studio Amanita Design I think, such as Botanicula and Machinarium. We all just love to play these kinds of games and decided to create the game we all dreamed of. I can count all of the good point-n-click adventures published in the last 5 years on one hand, and all of them have great commercial success.

5. We like our retro games on BlastProcess.com, but which did you prefer…Megadrive…or SNES?

Super Nintendo =)

Thanks to Andrey for taking the time to chat with us. andrey

You can find Karma. Incarnation 1. on  Steam Greenlight and show your support on IndieGOGO.

[youtube https://www.youtube.com/watch?v=hGw4sGVju4U&w=560&h=315]

Salvaged ramps up production - support at kickstarter

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salvaged logo Salvaged launches on Kickstarter! You can see Dave's article right here surrounding our thoughts on the game, along with our video interview that was filmed at this years Gadget Show Live.

Opposable Games ramps up production on dual-screen IP Salvaged following positive showing at GDC and EGX Rezzed

Monday 7th April 2014, Bristol, UK. Experienced indie development studio Opposable Games today announces that it is stepping up production of its dual-screen original IP Salvaged, following a highly successful showing at GDC and EGX Rezzed in March. The real-time tactical action game for PC is set in a deadly sci-fi universe and features unique dual-screen play, powered by Opposable's proprietary OneTouchConnect technology. Preview builds are now being made available for the first time.

Described by GameZone as “one of the smartest tactical action games we've seen since X-COM” and by Eurogamer as “a cool, multi-screen take on the tactical action genre”, Salvaged is now slated for an Early Access release in June 2014 and a full release in Q4 2014. The game lets players take command of a Remote Interstellar Salvage Crew (RISC) as they explore and fight their way through abandoned space hulks in a procedurally generated, infinite universe. As the RISC Commander, the player directs the action using their tablet or smart phone while experiencing the impact of their orders through the eyes of their squad on the main screen. This unique dual-screen control system is the core of the game experience, combining the flexibility and intuitiveness of a touch screen with the intensity and immediacy of a modern PC title.

The game idea was originally conceived in 2012 following the release of Opposable's award-winning dual-screen racing game Clockwork Racers. Driven by the belief that multi-screen gaming can be a powerful and engaging experience, the studio has taken a disciplined and focused approach over the subsequent two years to build a team with the size and experience to tackle development on Salvaged. Running in parallel, it has also used its successful work-for-hire portfolio to fund creation of its cross-platform device connection technology OneTouchConnect.

Late in 2013, Salvaged won out against stiff competition in the IC Tomorrow second screen contest run by the Technology Strategy Board and backed by Sony. This initial injection of funding and support is enabling comprehensive user testing and the integration of face tracking technology to hone the gameplay, ensuring that both screens play an integral role in the player's experience.

Committed to sharing their learning through development and encouraging others to embrace multi-screen games, Opposable have worked closely with a number of developers and have also made OneTouchConnect available via the Unity Asset Store.

Recent feedback from the press and public has shown a strong interest in both the game concept and the technology, as MD Ben Trewhella explains: “The response we received to the game at GDC and Rezzed was overwhelming so we're confident that the time is right to ramp up production. We've believed in the potential of multi-screen gaming for many years but it was really rewarding to see so many of the public so enthusiastic about both the technology and Salvaged itself. We're looking forward to sharing the finished game with our fast-growing fan-base.”

opposable gamesCommitted to sharing their learning through development and encouraging others to embrace multi-screen games, Opposable have worked closely with a number of developers and have also made OneTouchConnect available via the Unity Asset Store.

Recent feedback from the press and public has shown a strong interest in both the game concept and the technology, as MD Ben Trewhella explains: “The response we received to the game at GDC and Rezzed was overwhelming so we're confident that the time is right to ramp up production. We've believed in the potential of multi-screen gaming for many years but it was really rewarding to see so many of the public so enthusiastic about both the technology and Salvaged itself. We're looking forward to sharing the finished game with our fast-growing fan-base.”

To support its new development schedule and to enable more of the team to move their focus away from work-for-hire, Opposable are also announcing today that they're launching a crowd-funding campaign for the game on Kickstarter which will go live on Monday 14th April.

For more information on Salvaged, please visit www.SalvagedGame.com, or follow the game via social media at: Twitter: @SalvagedGame, Facebook: www.facebook.com/SalvagedGame For more information on Opposable Games, please visit www.OpposableGames.com To support the Salvaged Kickstarter campaign, please visit the official campaign page here: salvagedgame.com/pledge