In the case of Bomb Rush and its hip-hop inspiration, I feel like hip-hop and street culture are about innovation. That’s a piece of the character design things I think about and but at the same time, you want to create some crazy silhouettes. With every character, I want to think that they are believable with no disconnect. That’s why we have these ridiculous-looking characters with the excuse being a fantasy so it just works. In games, there’s a lot that’s too extra because in real life you have to walk around in it. You can really see it in fashion when it comes to clothes and immediately seeing something being too extra. The sincerity of visuals is really important to me and most creators do it wrong. What inspired the world of Bomb Rush? What are some elements you feel were important influences? Then going back home to normal, which made the city seem even more like a fantasy land. Going to the city, to a jam, seeing people do this crazy stuff, competing, cheering on my friends, and just having crazy interactions skating. My city fantasyland where the hero’s journey takes place. That’s his passion and something that stays with him all his life.įor me, I came to see that going out on the street was my adventure. Then you’re collecting bugs and other stuff concerning the fact that he was outdoors a lot. Miyamoto says he used to always explore caves and in Zelda, you see nothing but those and dungeons. Sometimes I compare it to other director’s work where you can see their youth in the stuff they create. I’m not sure I can go further than this though. Now Bomb Rush seems to be the height of it. Over time, came Lethal League where I would acknowledge that I’m not the best artist but I have something nobody else has and incorporated my style choices. Just mixing some Smash Brothers with a Medabots thing. At first, the games we made were, “game games,” like our first game, Megabyte Punch. Over the years, the games have started to shape more and more into what I feel like is my honest expression. How has your style of game development evolved into the style seen in games like Lethal League and Bomb Rush Cyberfunk? We gathered more and more people we could afford over time with the money made from releasing our games, financing game after game with money made the previous one. I still apply that mentality to games, especially with Bomb Rush if you notice the similarities to another game.Īfter I graduated high school I went into games education I met my colleague and business partner and Team Reptile started as a two-man thing. I think that was a mentality I got from my hip-hop side where sampling is the way to go. There was this little car game where you’d be a driver having to dodge other cars and I changed the player car into Gohan from Dragon Ball, added the theme music, and the ability to shoot blasts. I got a lot of cultural things from that and met people who were growing up in Amsterdam and Almere which had a lot more going on in terms of hip-hop than our little town.Įventually, I just looked up, “make game” on Google and found the program, “Game Maker.” I’d be doing that at home anytime I wasn’t out dancing in the city and really got into taking other people’s creations and adding or changing things. We went to weekly classes taught by legendary dancers, rappers, and people in the neighborhood. We just really felt like we were a part of it and that stuck with me.įrom there, I and a few of the other more dedicated students would follow my teacher to a sort of school of hip-hop theater he taught at in Amsterdam. We really dug into the culture thanks to our teacher constantly talking about it and the history behind the art. A few others and I just started meeting at random spots and at different people’s places to jam. My mother told me about a breakdance class, I joined, and immediately fell in love. In the case of dancing, I’ve loved it since I was a kid. Dion Koster: I first started with inline skating and it quickly became a way for me and my friends to be ourselves against the average environment or something along those lines.
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