Fat Princess

Gods and HeroesJohn Mundy is a game developer whose passion for creativity runs the gamut - from film and music to computer science and game design. NWD chatted to John about his adventures as a creative in the game design industry and his future career aspirations.
I was a great kid because I played games instead of making trouble.
I was a bad kid because I played more games than I read books.
What was the first game to knock you off your feet?
I was lost in a sea of games! I love from LucasArts (Maniac Mansion, Monkey Island, Day of the Tentacle), Nintendo (Mario 3, Mario Kart), Sega (Sonic, Shinobi, Toe Jam and Earl) and so many more.
A game I could can play over and over again is Counter Strike Source.
How did you get started in game design?
As most people do before the invention of game development school, I think I have a unique story. My county fair decided to be all about tech one year and listed in the local paper all the game and software companies in the area. I took this as an opportunity to send unsolicited letter to all of them asking if they had work for a 15 year old. Most sent generic post cards saying they would keep my resume on file, but a few responded. Stormfront studios sent a personalized letter about how cute it was to have a 15 year old want to work for them. Ronin Entertainment took me up on my offer and gave me an interview...and hired me at 15. Kalani Streicher changed my life by hiring me.
If I wasn't a game designer I would be trying to be one.
What things inspire your world design?
Conflict, of course. A world that is interesting to be in is one with conflict. The key is finding what conflict is unique and interesting, but still topical. Post-apocalyptic
is kinda generic, but something about climate change, for example, is quite different and worth using as inspiration. Other things that inspire me are the countless movies I watch. I watch 8-12 movies a week. Not new ones always...sometimes the same movies I've seen over and over again.
Who has been an influence in your design work and why?
I always seem to have a muse when I am designing. Right now my muse is my fiancee. She helps me wrangle good ideas and turns them into excellent ones. In the past, my influences have been other coworkers. Generally, though, my influence happens to be not people but other forms of entertainment. Books, movies and TV. I find my influence not usually in people but in other published media.
Does your interest in film have a bearing on your game design? How?
Absolutely. I think games have a lot to learn from film, but don't know how to learn quite yet. I am always driven by games that want to do something interesting emotionally, because I believe these are the games that try to reach out in ways that movies do. Sure, we will never be interested in Schindler's List the game, but that doesn't mean that we can't play an game and find a way to morally question humanity.
Are you now more aware of your real world surrounds now that you are creating virtual worlds? How do you real world experience translate in your virtual world design?
Of course the real world contains inspiration, but the real inspiration I find is in my imagination. I love to imagine. Maybe the closest way to say that the real world influences me is through my dreams. Whenever I remember a fantastical dream, I write it down...and try to find how it is connected to things I did in real life. At least for me, almost every moment in dreams can be connected to a real world event that I experienced. Other than that, I don't really use the real world because the things we experience that are amazing in real life seem totally fake and unbelievable in games.
What are the most enjoyable aspects of the work that you do?
The two most enjoyable aspects of this industry to me are the camaraderie experienced when everyone is working hard and then seeing the project finally come together. The team you work with really becomes your family.
What would be the least enjoyable aspects of the work that you do?
I don't happen to enjoy the politics that occasionally pop up. Politics exist in any industry and don't for a second think that they don't exist in games. Some companies are worse than others for sure and occasionally you find a gem of a team that is all on the same page and headed in the same direction.
What has been the most challenging aspect of world design?
I'd have to say the most challenging aspect is knowing when to stop. There is this silly saying that "Good enough is the enemy of excellence," but really at some point in your design you have to put it down and move on. I often say that we could keep working on a world or a game or a level forever, constantly tweaking and improving it, but at some point you really do just have to stop.
How do you envision the future of gaming and game design? Particularly world design?
I see world design becoming more difficult, actually. With the size and scope of some projects these days, its no wonder that there are so many mediocre games. Just because we can make a world the size of Rhode Island, it doesn't mean we should. World designers need to not forget that a highly polished 5 hour experience is far better than an 80 hour so-so experience.
A game I wish I had a part in designing is ...
Day of the Tentacle for sure. It was just so witty and well thought out that I wish there was a sequel that was in the works even today.
The most fascinating thing that has ever happened to me in a game was falling asleep on pain killers after getting my wisdom teeth taken out. I was playing the first Shenmue and was so out of it that the game world existed in my mind for 30 min as I then woke and continued playing as if I hadn't missed a beat. I realized then how much I extended the world of the games I played into my imagination.
What project/s are you currently working on?
I am working on
Fat Princess, the
Playstation Network Game about cartoon mayhem,
gibs, cake, teamwork and gore. Oh yeah, and a few other things I can't talk about. :P
What are your aspirations for your future career?
Right now I am working towards leading my own project. That's enough for me to wrap my head around at the moment. I am working with some great people right now, so leaving all possibilities open for the future is what I am interested in.
What advice do you have for people who are interested in a career in the gaming industry?
Well, don't expect a game school to make you into a good game designer or programmer. Make some mods for an existing game or make a level for something like Team Fortress 2. That's the kinda thing that will get you noticed faster. Not to say there is anything wrong with a game school, but the things you learn there you will most likely throw right out when you get a real job, so save yourself the time and hunker down on a personal project with a few friends.
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