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Interviews
Interview with Independent Developer Chris Brendel
Creator of Lifestream and Shady Brook
By Eric McConnell
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In the midst of going
through the beta-testing phase of his latest game Shady Brook,
independent developer Chris Brendel was kind enough
to take a break and allow his first ever interview. Shady Brook is
Chris’s second adventure game to date - the first being Lifestream that met with favorable reviews.

JA – Chris,
tell us a little about yourself.
Hi, Eric. First,
I’d like to thank you for taking the time out of your busy
schedule to ask me a few questions! Well, I’m 22 years old
and currently attending college in Chicago, IL where I am majoring
in computer game development. While I’m not busy with my schoolwork,
I like to spend my time writing fiction and designing games.
JA – So
what got you into Adventure Games and why did you decide to make
your own?
My interest in computers
began at a time earlier than I can remember. At the age of eight,
my father bought me my first computer game:
Where in the World
is Carmen Sandiego? It was fun, and I played it a lot on our old computer
with a yellow-and-black monitor, but it never really absorbed me
as I had hoped
it would. A few months later, my mom took me to the store where I was given
the opportunity to pick out my very own game for the first time. I was an
imaginative child, and so I headed right to the adventure section.
I narrowed my choices
down to Space Quest IV or the Police
Quest 1 VGA remake. Being a typical
8-year-old boy interested in “good guys and bad guys”, I chose the latter.
I installed it onto my computer and was instantly hooked. It took over a year
for me to complete the game, but I loved every minute. It was at that point
that I knew what I wanted to do with my life. I started teaching myself the
QBASIC programming language immediately, and went on from there.
JA – Your
first game, Lifestream, met with favorable reviews. Did its sales
meet
your expectations?
The sales surpassed my
expectations. I told myself that if I sold even 100 copies, I would
be happy. Imagine my shock when I had over 100 orders upfront!

JA – Lifestream had one of the strongest stories that hadn’t
been seen in years in an adventure game. What was your inspiration
for it?
From the start of my
education through high school, I attended Catholic school. I had
always been fascinated by the concept of Heaven, and the perception
of
it. In my freshman year of high school, during a philosophy course, the discussion
came up, and a student asked the teacher what her perception of Heaven was.
Her response was a world in which our every wish could come true. This sparked
my interest, and I wondered if I would like to be in a place like that if
the only condition was that I could never leave. The story for
Lifestream was born.
After I had the concept of what the Lifestream was, I developed a story around
it that felt both mystical and somber, which was the mood I wanted for the
game.
JA – Seems
like both of your games had some sort of religious line running
through
them which I assume is part of your background
and influence, yet you never go too deeply into it. It plays a role,
but is never the central focus that some gamers may be put off by.
Was this intentional?
In the case of Lifestream,
the religious theme was intentional. In fact, initially, I had
planned on delving deeper
into it, but later decided it would be best if I simply touched
upon the subject. For Shady Brook, I had not initially planned
to involve
a religious theme, but the game simply evolved to the point at
which I felt the story needed to include it. This is not a central
theme
in all of my stories, however, and it will probably be some time
before you see me touch upon it again.

JA – Having played through Shady
Brook, it’s
a much larger game than Lifestream and involves a lot more character
interaction.
I think most developers, let alone an indie one, would find that
task quite daunting. Did you ever have any reservations about attempting
to undertake such a large project?
It’s funny you should ask this. Initially, I had planned on
making Shady Brook before Lifestream. In the end, I decided to make
Lifestream first because
of the scope of Shady Brook. Even while I was developing Shady
Brook I felt
like I was in over my head, and there were quite a few times in which I was
ready to scrap the project. Luckily, it all came together in the end, though!
JA – What
were some of the biggest obstacles you faced?
The biggest obstacle
was no doubt having the lead voice actor quit on me halfway through
the game’s development. Originally, I hired a professional
actor to play the game’s main character. He was perfect for the part,
and provided all of his lines in a timely fashion. However, after I had already
finished making half of the game’s video sequences, I received an e-mail
from the actor saying that he no longer had the time or interest in continuing
with the project. He quit, and I was stuck with over an hour of video containing
a voice that I could no longer use. That was definitely my lowest point in
development. Other difficulties included lowering the number of polygons
in certain scenes in the game so that they would render without freezing
up my system and finding a way to program one of the game’s puzzles,
which took me three weeks to perfect!

JA – The
people of Shady Brook are rich in character and the dialogs are
superb.
They each had unique backgrounds, personalities,
and stories to share; yet their common bond was living in that town.
Where did your inspiration come from to create them?
I’ve probably just seen one too many scary movies. Basically, I’ve
always found the whole small town scenario to be extremely creepy, and I felt
it would be the perfect setting for a story. As far as how I came up with each
individual character, I first wrote a history for the characters essential
to the plot and expanded from there. I tried to come up with varying and conflicting
personalities to keep things interesting.
JA – You have some nice options for the player at the start
of the game. For example, turning off some of the more violent scenes
and nudity as well as avoiding some action sequences. I’m not
big on action sequences in adventure games, but I must confess that
the three times it was required (because I didn’t turn that
option off), it was a LOT of fun and fit the story well. I have to
admit that I reloaded my game several times just to do two of those
sequences again. I think the options to turn those parts off to avoid
them were a great idea, why did you choose to do that?
One of the most frequent
pieces of feedback I received from Lifestream was that the game’s action sequence, which involved moving
the curser through an onscreen maze without touching the maze’s
boundary, was too difficult. On the other hand, I knew that Shady
Brook required some sequences that could only work in an action form.
Given the choice between including action sequences and keeping those
moments in the game non-interactive, I felt it was best to choose
the former. Knowing, however, that certain people would not enjoy
these sequences, I decided to provide an option to skip them.

JA – Going
back to the character interaction, in one part of the game, you
get
to play pool against one of the characters.
It was another one of those memorable experiences in Shady Brook.
It seemed like you put a lot of thought into breaking up the game
to avoid it becoming the routine of finding inventory items, solving
puzzles, or going through long dialog trees. It seemed like you put
a lot of thought into the gamers experience with the game. Was this
a conscious effort?
Shortly after the release
of Lifestream, I came across a wonderful document online that depicted
the different types of puzzles commonly
found in adventure
games. It categorized them wonderfully, and I was horrified to see that out
of the fifteen or so puzzle types it listed, Lifestream only contained the
same four or five! I resolved to make sure that my next game – in this
case, Shady Brook – contained at least one of every one of these types
of puzzles.
JA – Sounds
like you read “Application
of Puzzle Theory” by
Scarpia! It’s a great article that
does a good job of summarizing all the different puzzle types.
Yup, that’s the one!
JA – Speaking of dialog trees, despite the rich dialogs in
Shady Brook, there didn’t seem to be any conversations that
felt excessively long, yet everyone still managed to get their stories
and backgrounds across in a way that wasn’t exhausting for
the player. You’ve definitely got a gift with writing.
Thank you very much!
I’ve written fiction for as long as I’ve
used computers, which is to say as long as I can remember. My first
love is definitely
fiction. To me, there is no feeling more wonderful than getting absorbed into
a fictitious world where anything can happen. My ultimate goal in life is to
bring my love for telling stories and combine it with my love for gaming and
to create an experience that consists of more than simply solving puzzles.
I want to tell the story, but allow you, the player, to guide it. In my opinion,
the story should always be the focus of a game.

JA – John
Bell and Inferno did outstanding voice acting in Shady Brook.
The voice
acting for Kate was incredible though. The
emotion behind the words came pouring out and I felt the need to
protect that character. Who was that?
I am SO pleased with how the voice of Kate Ekan came out. The actress,
Page Purgar, is a long-time gamer but first-time voice artist. She
can be found over at the Gameboomers community, and she was an absolute
pleasure to work with. I'd recommend her to any and all other indie
developers out there!
JA – On
the techie side, what tools did you use to create the game?
Shady Brook was created
using the Adventure Maker game engine, Multimedia Fusion, Flash,
trueSpace 5, Simply 3D, Video Studio, Poser 5, Audition, and the
usuals,
such as Photoshop.
JA – What do you think about the current state of adventure
games today? Ok, that was a joke. Every interviewer asks that question
and I couldn’t resist…moving right along…Lifestream took you 4 months to put together – which is phenomenal. How
long did Shady Brook take?
Technically speaking,
the Shady Brook project began right after Lifestream ended. That
would put the total time at 7 months. However, I am embarrassed
to say that I actually didn’t start the project until February, and so
a more accurate representation would be five months. I suppose my secret is
giving up on any attempt at a normal social life during the process of the
game’s creation.

JA – Ha! Don’t
be embarrassed about not working on it for the first 2 months.
After cranking out LifeStream in 4 months,
sounds like you needed to take a break and recuperate!
The sad truth is, I couldn’t wait to get started on Shady
Brook!
I had to consciously force myself to take a break and focus my time
on selling Lifestream.
JA – How
do you plan on selling Shady Brook? Self-publishing?
Definitely. One thing
I do not want is to rush into finding a commercial publisher for
a game that isn’t ready for the big league. For now, I am perfectly
content selling the games on my own website. My goal in this has never been
to make money. It has been, from the start, to tell a story.
JA – What makes you feel it isn’t
ready for the big league?
No one is a harsher critic
of my work than me. I suppose I’m a bit of
a perfectionist, and I don’t feel like, as a gamer, these games are games
that should be sold in a commercial environment. Furthermore, I don’t
want to present myself to publishing companies until I feel I have something
that is worth their time. As fun as it was to make Lifestream and now Shady
Brook, I feel that I still have more to learn before I have that product.

JA - Will Shady
Brook only be available on DVD?
Yes, unfortunately. As
it turns out, the complete file size for Shady Brook, when in it’s installed and uncompressed form is
a whopping 3 GB! The choice came down between offering the game only
on DVD or via 5 CDs. I checked the pricing, and the 5 CD option would
not be doable unless I charged at least around $25 per game, and
I am not willing to do that. In order to keep the price down – both
for myself and for customers – I decided to make the game DVD-only.
JA – What’s
next? Any other games in the works?
Two, actually. This is
actually the first time I will be mentioning these publicly. The
first has a working title of Awaken, and it will be a dark, gritty
whodunit
adventure set in a prison. The second is titled The Alpha Report, which
is a science fiction story, though it won’t be out until next year. Both
titles will have teaser trailers included on the Shady Brook DVD…assuming,
of course that you manage to beat the game.
JA – Those sound intriguing. Can’t
wait to see them!
JA – That about does it. Thanks for taking the time to do
this interview. It’s very much appreciated!
Thank you very much again, Eric, for this wonderful opportunity!
  
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