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Joining the Indienomicon: Mexico's Alebrije Estudios
Under the watchful eye of a jaguar, a dark figure fled through the inky black jungle. He continued across ancient, nameless rivers, and over burning desert sands, until, exhausted from his journey, he spied his destination: the Mexican headquarters of independent game developer, Alebrije Estudios. The sojourner retrieved an invitation from the folds of his robe, and slid it under the door. Weeks later, The Indienomicon's roster grew by eight, as the award-winning team joined its macabre experiment.

I had a chance to ask the team some questions; here are their replies.

An alebrije is a colorful and ornately decorated sculpture unique to Mexico. Why did you choose this word to represent your studio?

Well... basically because when we started with the studio, we thought it was a strong and strange word that symbolized what we were trying to do and the way we wanted to do it. According to the history of the word, Pedro Linares once dreamed these strange creatures calling him from the other side of a cliff when he was sick. Following their call, he took a leap of faith and walked on air to cross the cliff, and when he reached the other side he woke up was finally healed. What doctors couldn't do, these creatures in a dream could. So, he devoted himself to creating little sculptures about them with different kinds of materials. He named them "Alebrijes" because that's the sound they made in his dreams. So, for us, the history of the Alebrijes (the sculptures) represents in some way our own creations, because an Alebrije is born from dreams and fantasies, but comes to life by means of artistic craftsmanship.

There was another reason we chose it, though. The name and concept of "Alebrije" also called us and presented itself to us while we were doing something else. We were once considering naming the studio "Phoenix Studio", but one day as one of us was sketching a phoenix and once everyone looked at it, someone said: "It looks like an Alebrije" . There was a silent pause, and that's when it hit us, and the name was decided.


Does the history, culture, or spirit of Mexico find its way into your games?

In simple terms we could say that, so far, none of our productions show any historical theme or character. But the "Mexican point of view" about things somewhat becomes present in our productions. Some texts and ideas about Mexican identity (like those written by Octavio Paz) can be found (at least veiled) in our stories.

Since our city is in the northern part of the Country, and built in a territory in which there was no real pre-Hispanic culture or civilization, we are less culturally involved with the glory of these civilizations as people in the south are (even though we know our history, of course). So, we may create something related to pre-Hispanic cultures and myths at some point, but we don't know when or how.


One of your games, Ayuda Jugando, was released to collect donations and raise awareness for the Mexican victims of Hurricane Alex in 2010. How can gamers and game developers better leverage their talents to benefit others?

I don't know... I'm tempted to say that using whatever tools they have available, and using it to the best of their abilities to make something useful. I believe there's no limit to the extent of what developers and gamers can do to benefit others. The industry is filled with creative and smart people, so I think that they can benefit others in many ways, whenever they try to do it. In our case, we thought we could use our tools to laugh a little about ourselves and the tragedy that our region was living, and give people something to play with, while connecting the game with other efforts to help affected people and fix things. An important part of Mexican culture is satire and laughing at difficult times, so it kind of came naturally. There were a lot of initiatives in which people were helping each other out, so basically we just added our own brick with our particular style.


What will indie game development be like in ten years?

No clue. We certainly would like it to be as fun and rewarding as it currently is (and of course, we would have no complaints if it gets better). But this question is beyond our ability to speculate. Of course, there's always talk about new opportunities for indies, how indie developers can take advantage of new media and platforms (like Angry birds, for example), new channels of distribution, several indie developers that have made it big, and so on. I think, whatever the big picture may be in ten years, it's likely that some of the smaller studios right now may be the leading figures of the industry by then. The indie game developer community is a strong force moving it (others still being, whether we like it or not, the big players in "published" development, as well as the gamers)... and although we may have a basic idea of where it is going right now, and how we as a studio are affecting it and contributing to it... shifts happen (no pun intended), so let's see. Whatever happens, we will want to be there... and hopefully we will be.


Is there anything else you want the world to know about Alebrije Estudios?

Not at the moment... I think that our games will speak for themselves when the time is right (if there's anything worth saying, of course!), so for now, thank you for inviting us to the Indienomicon.

Cliff Kamarga's Fandrea Entertainment

One dark and stormy night, while writing in my journal, I dozed off. When I awoke, I was horrified to discover that I had continued scribbling notes while I slept. My journal was filled with drawings of astrological charts, otherworldly beings, blasphemous symbols; all of which far exceeded my abilities as an artist. On every page, in a handwriting not my own, the following name appeared over and over again: Cliff Kamarga. I knew immediately that whoever he was, Cliff Kamarga was destined to join The Indienomicon. I was pleased to learn that Cliff was an award-winning game developer living in Australia, and a recent graduate of QANTM College's Interactive Entertainment program. His studio, Fandrea Entertainment, will be contributing a game to The Indienomicon, Vol. 1: Echoes. Enjoy now, my interview with Mr. Kamarga.


Fandrea Entertainment is based in Australia. To what extent does geographical location affect game design?

Cliff: The only thing that affects the design of my games, in terms of my geographical location, is mostly any dialogues in the game since some phrases, idioms and expressions aren't used in other locations or perhaps have different meanings. Heck, even some words can have different meanings. For example, Australia and America both speak English, but the word "thong" is used in different ways. In Australia, thongs are used to refer to sandals on your feet whereas in America, thongs are used to refer to a type of underwear.


What does "indie" mean to you, in the context of game development?

Cliff: In game development, the word indie is like a prefix which gives the subject the "casual" status. Indie games become casual games and indie developers become casual developers. It's just about a small group of people (or in rare cases just 1 person) developing a game in their garage during their spare time and using their own hard earned money. But it's because of this that I think indie developers are the most passionate people in the industry because they aren't driven by money, fame or status... they're driven by their passion to create games.


Why do you think human beings are inclined to play? What do games say about us as a species?

Cliff: *Gets a flashback to my Psychology in Games class*... my gosh I looked so naive... Anyway, I believe in two things in regards to this. First is a matter of balance because everything in the universe requires balance. Work is an activity that is a necessity whereas play is an activity that is not a necessity. Second, we as a curious species love to learn, we love to succeed and gain new knowledge and playing allows us to do just that. Yes, working can offer the same thing, but with playing, it delivers it at a much more rapid pace and we can quickly transfer to another game whenever we want.


Aside from video games, what inspires you?

Cliff: Everything on earth. Yeah that's a cheap answer but it's true! I can get inspiration from simply looking at what the world has to offer and remember that fact is stranger than fiction. Almost every fantasy world we've seen in games, every weird creature and magnificent architecture are all inspired by something in our own world. All you have to do is look.


How did you get involved with The Indienomicon?

Cliff: Ah yes... let me tell you a tale... a tale of friendship, struggle and a drive more powerful than the Bat-mobile fueled with the Power Cosmic! This is a tale of two people, nay! Two friends, NAY! Two... human bodies of flesh and bone, each with a soul... a soul spawned from a pool of zeal, or passion if you will. What kind of passion you ask? A passion for creating games and not just any type of games... but video games.

It all began three one thousandth of a millennium ago when I discovered a legendary Torque scripture in a place filled with more valuable knowledge than the Library of Alexandria... a place called... cyberspace. After studying the scripture, it soon led me to an epic journey in search of its author... a journey which lasted nearly one turn of a page. There, at the bottom of the scripture, was the author's name... David J. Sushil. David was a person of action, a person of the male gender and a person filled with a strong passion, just as I, to create games for the masses.

After encountering him in cyberspace, we soon exchanged many words like nouns and adjectives. From then on, a bond was forged. A bond so strong... that not even Thor's mighty hammer could break. It is because of this bond that he and I have once made an alliance to battle a great project and our latest battle... the Indienomicon wars... has only just begun...


Is there anything else you'd like the world to know about Fandrea Entertainment?

Cliff: We are a force to be reckoned with. So be afraid... be very afraid.

But seriously though... I created Fandrea Entertainment not only as a name to label my games so they can easily be associated with me and my team, but as a metaphorical obelisk that represents my dream goal of becoming Game Designer and/or Content Designer for an epic Role Playing Game or MMORPG. It looms over me... taunting me... motivating me and ever whispering into my head the words, "fulfill your goal... fulfill your goal..."

And I shall, ladies and gentlemen... oh yes, I shall...

Sic'Em Studios Joins The Indienomicon

Bad Pilcrow is pleased to announce that Sic'em Studios will be contributing a game to the Indienomicon, Vol. 1: Echoes. This Austin, Texas based indie company, founded by the indefatigable duo of Steven White, gained prominence last year with the release of a prototype version of their principal game, Mech Rex in Zombeh Town. The eccentric art style and macabre concept of the game (as well as its spin-off, Sporkanator of Doom) caught our attention, and we couldn't help but set in motion events that would coerce them into joining our diabolical supernatural experiment, err... game development experiment.

In order to get to know our friendly neighborhood Sic'em Studios, we decided to ask Steven White and his compatriot, Erik Mulkey, six dastardly questions.


Why Sic'em Studios? Who are you attacking and what did they do to you?

Steven: Everyone! Really, the idea behind the name was something almost abrasive, a name that was just like here we are, you better watch out! And 'We're Actually Giant T'Rex like Aliens in a Human Suit Making Games for Mind Control', doesn't roll off the tongue easily.

I think the name of the studio really represents how you're going to do things and what you want people to think of you. I wanted people to think of us as a studio that was attacking game development and doing it however we wanted... Plus for some reason it just sounded cool, throw in an aardvark, make cartoony games, toss in some educational games, talk to me and realize that none of it really fits the name - and you have exactly what I was going for.

Erik: Well I didn't really have a choice in the name, Steve threatened to beat me up if I tried to change it.....he did once. Somebody send help please. For me though, the name comes out in a more humorous note, which in essence is what we prefer to go with. Granted, just because we like to joke we are still very serious! Those do go together somehow, we'll get back to you on that.


What drives you to want to develop games?

Steven:You want my thesis paper? Really this is something that I could probably write a book about, because there are so many different reasons on so many different levels. I think the biggest one that answers the question is, I LOVE making games, I LOVE playing games. I believe games can change the world, by merely changing the outlook of one person; I want to change the world - I'm not Rambo or some Synthetic cybernetic unit sent back in time to save the world from Judgment day; rather I'm just some guy with crazy ideas a lot of beliefs and a love for a medium that can share the madness with the world.

Erik: The short answer for me is I want to see our ideas become a reality. I want to once again see games take a high risk and end in high reward. Now to me this does not equal money (even though that would be nice), it means that people pick up our game play it and it changes their ideals, they remember the game as something incredible and new. I can go on and on, but I will leave it as vague as I started it.


Are games art?

Steven: Well, I suppose 'art is in the eye of the beholder'. Rather, let's put it this way, I went to the Guggenheim once and literally walked by over 20 painting that were a dot of some color on a white canvas. These paintings shared space with those that we've been told are the greatest artists in our history, if a dot on a canvas can be compared to Michael Angelo... You're god damn right games are an art - I'm compelled to add: Art is something that has been exploited by business longer than economics has been established. Just because games are a medium of self-expression does not mean that some forms are blatant copies to make money. I mean, how many real Picassos are there... and is the one you bought to hang in your living room not still art?

"The conscious production or arrangement of sounds, colors, forms, movements, or other elements in a manner that affects the sense of beauty, specifically the production of the beautiful in a graphic or plastic medium."

Erik: Well since you are asking the artist, my answer would have to be no....wait can I change that! Of course it's art, just because you have CEO's, publishers, packagers amonst others people invovled in the profiting area does not make games any less art. There is a reason you have people called artist involved, they create as it is called art. Truthfully, games have even more to do with art then the images themselves though, the art can be contributed to the story, writings, and music as well. All are forms of art merged into one. The people who say it is not, only see the profit involved and nothing else.


What games do you enjoy playing, and why?

Steven: I play games that fit my mood and I'll play just about anything Indie at least once.

Though, I have to admit I'm a sucka for online games (Team Fortress 2, League of Legends, even MMO's) for the interaction. I enjoy playing with other friends in what can be a fast paced, competitive environment.

I LOVE RTS games too - Love strategy, chess was one of my favorite games growing up. (still up there)

Erik: Personally I'm obsessed with RPG's, RTS, and MMO's. This is mainly due to the fact that I love my stories, each of these genres tend to be heavily driven by story. Now don't get me wrong, this does not count out all the rest of the games I play. Heck, right now I'm playing Epic Mickey, Rift, League of Legends, and Battlefield 2. Also, with the lack of time Steve gives me, it leaves most of my time with only Indie games to play. They are short fun and leave a satisfying taste in your mouth, much like Mentos.


Why did you decide to participate in The Indienomicon?

Steven: Well, it happened like this.

I was sleeping so soundly, the night air was blowing in through the window providing just enough fresh air to make the room comfortable. I believe I was dreaming of a new AI algorithm that involved the study of a genetically created Snake/Monkey/Human/goldfish beast. When I was suddenly awakened by a leather gloved hand cutting off the air by covering my mouth and pinching my nose.

I was startled to see a Wild-Eyed professor sneering down at me. As my vision cleared I realized it to be David. He leaned in close to whisper in my ear, at the same time I felt a prick in my neck.

"Steve, Sic'em is going to participate in the Indienomicon. I've injected you with a mutated strand of the T-Virus that will activate upon drinking Mountain Dew. If you join us and help create what is going to be one of the most Iconic visions in Indie Gaming History... I'll give you the cure."

The thought of going without Mountain Dew never crossed my mind... damn you Sushi for knowing my kryptonite... damn you!!

Erik: For me Steve proposed the idea to me, I was iffy at first, then he offered a years supply of homemade tacos. Little did I know he made them all at one time. On a serious note though, I personally thought it would be incredibly interesting to work on a game that deals with being in a pack set. Also there are themes, themes in my mind are just freaking cool, you get to see what each developer thought of when they heard this theme. Plus, this is something new and exciting, who doesn't want to be involved with something like that.


What else do you want the world to know about Sic'em Studios?

Steven: No matter what you heard we are not a cult, so please continue to send money, children and supplies; though we are currently not excepting any more canned beets.

On a more serious note - We're a small studio with huge ideas, but until we're rolling in dough and time, you probably will never see those idea's manifest. We're not going to throw a game out there and call it done, just to have a game out there done, we truly believe in our games that we make and sometimes it's going to take more resources than we have available to finish them.

But, once those resources are obtained you can believe we're going to give you some of the top indie games you've seen! Well, if you like the kinda games we make... or you're high on bath salts... or if you're a mutant chimpanzee that is obsessed with Invader Zim and Zombies... or .. well okay, so maybe only 5 people in the world will think they're the greatest games ever made - but that's our demographic so SUCCESS!

Erik: Whelp, Steve summed it up pretty well, but I will leave it on a closing note. That being, do you prefer cake or pie? This ladies and gentlemen, will influence life from here on out as we know it.

Welcome!

The Indienomicon, Vol.1: Echoes is an exciting collaboration between some of indie gaming's most passionate new talents. How will different developers - each with their own unique styles, backgrounds, and perspectives - approach a common theme? The premise is similar to that of a literary anthology, applied instead to interactive entertainment. The result is bound to be an impressive collection of perspectives for all gamers to enjoy.

Echoes. The word inspires thoughts of abandoned buildings, long-forgotten memories, and ghostly voices. As a concept, the echo provides plenty of design space for innovative developers. Our collaborators represent a rich kind of diversity, bound to produce a varied and fresh collection of games.

The Indienomicon, Vol.1: Echoes is the brainchild of game developer and indie enthusiast David J. Sushil, whose own studio, Bad Pilcrow, recently released the award-winning platform/puzzle game, Vanessa Saint-Pierre Delacroix & Her Nightmare. In the coming months, we will be announcing additional developers associated with this year's Indienomicon release. Check back for news, interviews, contests, and other fun content, as we progress closer and closer to the release of this exciting new collection of games.

© 2011 Bad Pilcrow LLC. All Rights Reserved. For more information, e-mail badpilcrow@gmail.com.