AA– From what I can see, this is solely mobile so far. Do we need a desktop platform for any reason with Pixel Press? Is it easier to have one? If so, what platforms are supported? Is this all browser supported?
RR – Out the gate having a desktop platform (Mac, PC, whatever) for creating art and sound will be useful if you want to take it to that level. Longer term, there may be native versions of Pixel Press, and just like mobile we’ll be looking to build that in ways that let us quickly port to the most popular platforms.
AA– You have sketch kits, pencils, and other stuff needed to create the games available on your website. Are those things mandatory for Pixel Press? Can we just draw on anything, or does it need to be your stuff?
RR – It has to be on the grid sheet we provide (it’s specially designed), but you don’t have to buy anything from us – you can download the PDF, print it on your own paper, and use your own pencils.
AA– Let’s talk about uploading music to the game. How is that going to work?
RR – For uploading music/sound effects/graphics – we’ll probably have a website where you can upload your assets to your account, and then they can be pulled in through the app. We expect music and artwork to be created on the computer, so making it web based seems to make the most sense.
AA– I loved the old school Nintendo games in the video. You had me hooked once I saw “Kid Icarus”. Is that about the level we can expect from Pixel Press, both in design and game play?
RR – We’re likely going to go a higher end route when it comes to visuals, we’ve found people appreciate a more modern look and feel (Think League of Evil 3) – we’ve also found that most good digital artists out there would prefer a higher resolutions artboard to work with as well – creating pixel art is harder and more time consuming than one would think. On the gameplay side, we’re going to be giving users the ability to select a lot of different platformer style gameplay elements – so yes it could play like Kid Icarus – it will be up to the creator.
AA– No bad guys, or any other kind of troublesome foes in the game. Is that coming in a future version?
RR – Yeah, it’s coming – I think sooner than later. We originally thought it would be more complex to add, more so on the drawing side, but we’ve come up with some ideas to break down those barriers. Stay tuned!
AA– So, obviously this is for mobile, but do you have plans to support other platforms, like an Ouya or GameStick? Will you support peripheral controllers, or even console controllers like an Xbox?
RR – These are all things we want to do, they are on our roadmap and we’re constantly working to pull things in.
AA– Clearly, this is meant for gaming, but where do you want to see Pixel Press go? What use cases would you like to see it used for?
RR – Still within the gaming realm, but education is also a big focus for us – not because we have an education background or want this to be an education product, but because we feel that students can glean all sorts of value by creating video games. Beyond that, the technology we are building can be used for things outside of gaming, we have a long list of applications we’d like to tackle, but are focused on gaming for now.
AA– What other projects have you had a hand in? Responsible for? Where would we know you from?
RR – Roundthird published Radial50.com on the iPhone in 2009, basically a two-man job with some help from Rob and Daniel on the art and sound side, who are also highly involved in Pixel Press. Other than than Roundthird has done a lot of website and software development projects. Some of those things are up on my personal website at robinrath.com
AA– Roundthird, huh? Big St. Louis Cards fan?
RR – Haha, yeah – just a bit!
AA– You may be responsible for many lost relationships. Everyone will be playing Pixel Press. Are you prepared for the backlash?
RR – Preserving my own relationship will be my first priority, if I can handle that while making this, I think everyone else should be fine.