Joining Gaming Boulevard today to speak about his career and highly successful title, Super Rocket Shootout, is game developer and founder of Oddly Shaped Pixels, Renaud Despinois.
Make sure to check out our review of Super Rocket Shootout for the Nintendo Switch here
Can you tell us a little bit about yourself?
My name is Renaud, I’m 38 and I live in France where I spend my time playing and making games (in my free time and under the Oddly Shaped Pixels brand). As a living, I teach game design and programming in a design school where I also coordinate the Game Design section.
What was the first console/game you ever owned?
My first console was a SportsMaster (SD-050), back in the early 80s. It came with different cartridges (Pong, sports game, etc.) and two controllers. I played it a lot with my older brother and loved the Battleship-like game that came with it because the fun mechanics made it balanced even considering the age difference (I was 4 or 5 at that time).
Do you have any fond childhood memories based around gaming?
I guess the game that impacted me the most as a kid is a mystery/murder investigation game called Le Manoir de Mortevielle (Mortville Manor in English) by Lankhor on Amstrad CPC 6128. The first game I played with digital voices, a great story, a huge work on the ambiance and the mysteries, and innovative mechanics for that time.
Oddly Shaped Pixels is a one-person indie studio that was formed in 2014. However, where did your passion for game developing come from?
I started “making” games when I was 8 or 9. At the beginning, I was just copying numerous sheets of lines of code that came with the Amstrad manual, but rapidly I started learning BASIC and did some small experiments. My passion for programming was born and I kept on trying to make small games with every machine I owned next (Amiga 500, PC, etc.).
Over the past few years, you’ve developed nearly 20 titles across multiple gameplay genres. Do you have a favorite?
I guess what I like most are the games that bring a strong narrative where you wouldn’t expect it. In my work, Ananke is definitely the game I like the most as it’s exactly like I said: it starts as a quite straightforward mini-game based exploration game, but turns out have deeper characters and a strong storyline.
Although previously releasing games on the computer, your latest title, Super Rocket Shootout, officially made the leap to the Nintendo Switch on April 5, 2018. Can you briefly describe the game?
To quote the one-liner of the game:
“SUPER ROCKET SHOOTOUT is a frantic and fun 2D pixelart brawler game, mixing platformer and fighting mechanics for up to 4 players (CPU or local multiplayer).”
The main influence behind Super Rocket Shootout is a 1994 arcade game called The Outfoxies, an underrated gem with hyper dynamic gameplay, interactive stages and tons of weapons. I couldn’t understand why there hadn’t been any sequel or remake so I decided to draw upon a lot of the aspects of this game. Additionally, I brought in many fresher mechanics from fighting games such as Street Fighter (combos, super gauge, special moves, etc.) and the fun of local multiplayer games such as Bomberman.
What’s the feeling you have to see Super Rocket Shootout on the eShop?
I’m super proud and also super honored that Plugin Digital (my publisher for the Nintendo Switch) trusted me and the game. It’s been a lot of work and to be honest, the Steam release has been a huge disappointment (sales, covering, reviews, etc.). So now I can proudly look at the game and consider it done. I can now focus on my next project without looking back at Super Rocket Shootout.
If you could have an unlimited budget, what would be your absolute ideal game to create?
I guess I’d use the budget to hire the people I admire the most to work with them (artists, composers, programmers). In terms of scope or ambition, it would remain an indie type game with original mechanics that were well developed and deep, engaging and thought-provoking narrative.
What’s next from Oddly Shaped Pixels?
I’m back to the brainstorming/prototyping phase; basically, the most thrilling phase of all! I have some ideas that range from mechanic to render type to narrative idea. From there, I build some prototype to see if it could become a great commercial game. So, I’m onto a secret prototype right now and if you follow my personal account on Twitter (@rend1720), you can see some glimpses.
Besides your own, what upcoming games are you looking forward to playing?
Below, because…Below. The hype is real and I hope Capybara will deliver, but they know what they’re doing. So, if they’re delaying the game it’s because the final product will be worth it. Also, anything by Jonathan Blow! Nothing has been announced although it’s known that there’s already something in the making, but I can’t wait to play his team’s next game. He’s the game designer I respect/admire/envy the most.
Finally, is there anything else you’d like to share?
Nope, I guess that’s it but I wanted to thank you for the opportunity to express myself and to talk about what I like most, video games 🙂
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