Joystiq interview: Dementium's Renegade Kid

We recently had a chance to gab some time with two members of Renegade Kid, co-owner and creative director Jools Watsham and fellow co-owner and art director Gregg Hargrove, and we spoke to them about what it's like to work under their Gamecock overlords (did I say overlords? I meant protectors), as well as as just how crazy they must be to attempt a game as ambitious as Dementium on the DS as their freshman effort. Read on.
Gallery: Dementium: The Ward (DS)
Hi, and thanks again for taking the time to talk to us about your studio and your flagship product, Dementium. So now, with your first game all but out the door, can you tell us one good thing and one bad thing you learned from the experience?
Jools: Hi Jason, thank you for your interest in Renegade Kid and Dementium: The Ward. One good thing that I have learned from this experience is that a publisher who truly empowers developers actually exists: Gamecock. Not only did they believe in our game, but also our involvement in the whole process from game content to marketing. Not once did they jump into the role of parent and look down on us like we were a small child, which is unfortunately the typical relationship between developers and publishers. The bad thing is that we're now spoilt by Gamecock's red-carpet treatment and will find it very difficult to adjust, should we ever work with a different publisher.
Gregg: I must take a second to echo Jools' statement... Gamecock spoiled us rotten! Anyway, one good thing I've learned is how much easier it is to work on a game you really believe in and put your own personal stamp on it. On the bad side, and I knew this before but never did hit home quite so powerfully... with timelines as tight as we were working with, never ever put anything off until tomorrow or tomorrow will be a long long day.
Was the game more or less challenging to create than you first expected?
Jools: It was as challenging as I expected really. We had a small team, a fairly large game, and a predefined time-frame in which to develop it due to our desire to release it in fall 2007 (it is pretty amazing that we were able to hit the Halloween release date).
Gregg: It was definitely as challenging as I expected it to be in overall scope but thanks to the technical wizardry of our Technical Director, Bob Ives, it was actually a little less challenging on the content side. I was able to do a lot more than we had initially thought we would be able to get away with which is definitely a relief.
So break it down for us, what is this game all about? What makes it, you know, special?
Jools: Apart from the fact that Dementium: The Ward is the only first-person survival-horror title on the Nintendo DS, I believe the unique combination of exploration, shooting, puzzle-solving, and cinematic cut-scenes makes it a very special gaming experience.
Gregg: I really think the dark, creepy atmosphere we were able to achieve is really special on the DS. I think a lot of developers are afraid of making anything too dark and moody but man, we just dove into it head first and I think Dementium will really stand out that way.
But how do you do horror on a tiny screen?
Jools: In this case, I don't think size matters. The fact that you hold the DS screen(s) less than 12" away from your face makes it pretty much on par with a 42" screen viewed from 8 feet away – I believe your attention is held equally in both cases, if not more so with the Nintendo DS. Aside from the screen, we paid special attention to the realism of the environment in terms of audio and visuals in an effort to maintain a creepy atmosphere and a place where anything is possible.
Gregg: Exactly Jools, it's how you use it that makes it effective... and headphones!
Are the DS controls central to the experience? Could Dementium be done on the PSP, for example?
Jools: Using the stylus on the DS touchscreen to look around certainly provides a very smooth gaming experience; something that is closer to mouse control. The PSP, for example, simply can not provide the same level of aiming control for a FPS game – nor can the Xbox 360 for that matter. However, that is not to say that a FPS game can not be enjoyed with analog sticks, Gears of War is obviously a great example of a very enjoyable game that does not have the luxury of stylus/mouse control.
Gregg: I've played a lot of FPSs on all sorts of systems and I've loved many of them even with analogue sticks but this configuration is the closest to that PC/mouse dynamic than anything else I've experienced. I find it much easier to move and acquire targets than with regular controllers.
You've said before that the handheld market is an attractive space for a company like yourself that's going indie, but Dementium in particular seems like a much more ambitious title than we're used to seeing for the Nintendo DS. Why this route for your freshman effort?
Jools: I wanted to make a splash, and get Renegade Kid noticed. A lot of my friends were very surprised to hear that I was creating a first-person survival-horror game. I am a big fan of 2D platform games and puzzles games. But, the Nintendo DS has more than its fair share of those titles. I thought it best to create a game that was difficult to make so it could stand out from the crowd and not get lost in the holiday shuffle.
Gregg: Exactly, first impressions and all that. We really wanted to do something that would stand out and show off what we could do. We've always had confidence that we could create something compelling and a Survival/Horror on the DS was just such a nice fit.
Given the sorts of impressive things you've managed to pull off on the DS, such as dynamic lighting, has Renegade Kid been approached by other devs interested in maybe licensing your tech for their projects?
Jools: Yes, we have been approached by numerous developers who are interested in licensing our engine. We would love to license the engine out, but that requires a lot of prep work and can easily turn into a business in and of itself. We're in the business of making games, so we're the only ones who will be taking advantage of our engine for now.
What has it been like working beneath the Gamecock umbrella?
Jools: Like I mentioned earlier, it has been a wonderful experience working with Gamecock. They're very smart, and very driven. We do our job, and they do theirs. It works very well. I wish more publishers worked how they do. There are no ego's getting in the way of important decisions.
Gregg: I couldn't agree more, the best Publisher/Developer relationship I've ever taken part in.
How does Gamecock change the playing field for indies such as yourself?
Jools: We own the IP. We have complete control over the game content and how it is portrayed through marketing. It makes game development fun again!
Gregg: We never have to second-guess our decisions or compromise our vision, keeping that vision from becoming diluted or confused.
Is Renegade Kid working on anything new at the moment, or is the team taking a break? If so, can you give us a hint? We like hints.
Jools: We took a short break, but I found myself at Gamecock's office the day after we submitted Dementium: The Ward to Nintendo talking about what's next. We want to take advantage of our DS engine, and we're also authorized Wii developers now.
Thanks again for the chat. Is there anything else you'd like to add?
Jools: Thanks Jason. I hope you and everyone else enjoys the game. Feel free to stop by our forums on www.dementium.com (click on the news tab) and let us know what you think of the game.
Gregg: Thanks Jason! Thanks Joystiq! We really hope you enjoy playing Dementium as much as we enjoyed making it.
Jools: Hi Jason, thank you for your interest in Renegade Kid and Dementium: The Ward. One good thing that I have learned from this experience is that a publisher who truly empowers developers actually exists: Gamecock. Not only did they believe in our game, but also our involvement in the whole process from game content to marketing. Not once did they jump into the role of parent and look down on us like we were a small child, which is unfortunately the typical relationship between developers and publishers. The bad thing is that we're now spoilt by Gamecock's red-carpet treatment and will find it very difficult to adjust, should we ever work with a different publisher.
Gregg: I must take a second to echo Jools' statement... Gamecock spoiled us rotten! Anyway, one good thing I've learned is how much easier it is to work on a game you really believe in and put your own personal stamp on it. On the bad side, and I knew this before but never did hit home quite so powerfully... with timelines as tight as we were working with, never ever put anything off until tomorrow or tomorrow will be a long long day.
Was the game more or less challenging to create than you first expected? Jools: It was as challenging as I expected really. We had a small team, a fairly large game, and a predefined time-frame in which to develop it due to our desire to release it in fall 2007 (it is pretty amazing that we were able to hit the Halloween release date).
Gregg: It was definitely as challenging as I expected it to be in overall scope but thanks to the technical wizardry of our Technical Director, Bob Ives, it was actually a little less challenging on the content side. I was able to do a lot more than we had initially thought we would be able to get away with which is definitely a relief.
So break it down for us, what is this game all about? What makes it, you know, special?
Jools: Apart from the fact that Dementium: The Ward is the only first-person survival-horror title on the Nintendo DS, I believe the unique combination of exploration, shooting, puzzle-solving, and cinematic cut-scenes makes it a very special gaming experience.
Gregg: I really think the dark, creepy atmosphere we were able to achieve is really special on the DS. I think a lot of developers are afraid of making anything too dark and moody but man, we just dove into it head first and I think Dementium will really stand out that way.
But how do you do horror on a tiny screen?
Jools: In this case, I don't think size matters. The fact that you hold the DS screen(s) less than 12" away from your face makes it pretty much on par with a 42" screen viewed from 8 feet away – I believe your attention is held equally in both cases, if not more so with the Nintendo DS. Aside from the screen, we paid special attention to the realism of the environment in terms of audio and visuals in an effort to maintain a creepy atmosphere and a place where anything is possible.
Gregg: Exactly Jools, it's how you use it that makes it effective... and headphones!
Are the DS controls central to the experience? Could Dementium be done on the PSP, for example?
Jools: Using the stylus on the DS touchscreen to look around certainly provides a very smooth gaming experience; something that is closer to mouse control. The PSP, for example, simply can not provide the same level of aiming control for a FPS game – nor can the Xbox 360 for that matter. However, that is not to say that a FPS game can not be enjoyed with analog sticks, Gears of War is obviously a great example of a very enjoyable game that does not have the luxury of stylus/mouse control.
Gregg: I've played a lot of FPSs on all sorts of systems and I've loved many of them even with analogue sticks but this configuration is the closest to that PC/mouse dynamic than anything else I've experienced. I find it much easier to move and acquire targets than with regular controllers.
You've said before that the handheld market is an attractive space for a company like yourself that's going indie, but Dementium in particular seems like a much more ambitious title than we're used to seeing for the Nintendo DS. Why this route for your freshman effort? Jools: I wanted to make a splash, and get Renegade Kid noticed. A lot of my friends were very surprised to hear that I was creating a first-person survival-horror game. I am a big fan of 2D platform games and puzzles games. But, the Nintendo DS has more than its fair share of those titles. I thought it best to create a game that was difficult to make so it could stand out from the crowd and not get lost in the holiday shuffle.
Gregg: Exactly, first impressions and all that. We really wanted to do something that would stand out and show off what we could do. We've always had confidence that we could create something compelling and a Survival/Horror on the DS was just such a nice fit.
Given the sorts of impressive things you've managed to pull off on the DS, such as dynamic lighting, has Renegade Kid been approached by other devs interested in maybe licensing your tech for their projects?
Jools: Yes, we have been approached by numerous developers who are interested in licensing our engine. We would love to license the engine out, but that requires a lot of prep work and can easily turn into a business in and of itself. We're in the business of making games, so we're the only ones who will be taking advantage of our engine for now.
What has it been like working beneath the Gamecock umbrella?
Jools: Like I mentioned earlier, it has been a wonderful experience working with Gamecock. They're very smart, and very driven. We do our job, and they do theirs. It works very well. I wish more publishers worked how they do. There are no ego's getting in the way of important decisions.
Gregg: I couldn't agree more, the best Publisher/Developer relationship I've ever taken part in.
How does Gamecock change the playing field for indies such as yourself?
Jools: We own the IP. We have complete control over the game content and how it is portrayed through marketing. It makes game development fun again!
Gregg: We never have to second-guess our decisions or compromise our vision, keeping that vision from becoming diluted or confused.
Is Renegade Kid working on anything new at the moment, or is the team taking a break? If so, can you give us a hint? We like hints. Jools: We took a short break, but I found myself at Gamecock's office the day after we submitted Dementium: The Ward to Nintendo talking about what's next. We want to take advantage of our DS engine, and we're also authorized Wii developers now.
Thanks again for the chat. Is there anything else you'd like to add?
Jools: Thanks Jason. I hope you and everyone else enjoys the game. Feel free to stop by our forums on www.dementium.com (click on the news tab) and let us know what you think of the game.
Gregg: Thanks Jason! Thanks Joystiq! We really hope you enjoy playing Dementium as much as we enjoyed making it.











Reader Comments (Page 1 of 1)
Donnie @ Oct 22nd 2007 9:44AM
Coulton reference? You win a prize!
darkeyez @ Oct 22nd 2007 10:04AM
oh man, at first glance, i wasn't interested in this game at all. But, for some reason these guys make me want to check it out. It's definitely something new for the DS. And my friend just filled me in on Stubbs the Zombie, sounds awesome in itself. I hope it's just as original.
velocitystrike @ Oct 22nd 2007 10:32AM
This Jools dude has some really random holes in his knowledge...
"Jools: Apart from the fact that Dementium: The Ward is the only first-person survival-horror title on the Nintendo DS..."
Resi Evil: Deadly Silence?
"Jools: ...simply can not provide the same level of aiming control for a FPS game – nor can the Xbox 360 for that matter. However, that is not to say that a FPS game can not be enjoyed with analog sticks, Gears of War is obviously a great example of a very enjoyable game that does not have the luxury of stylus/mouse control."
Gears being 3rd person and all...
I know they're niggly points but you'd think he was completely aware of his market, right?
As for the game - it looks ace. :)
megaStryke @ Oct 22nd 2007 11:15AM
1. Resident Evil is not played in the first-person perspective.
2. Gears of War is a third-person shooter, yes, but (and this is a slight stretch) he never said Gears of War was an FPS. He brought it up as an example of a game that featured solid dual-stick controls in lieu of a mouse/stylus.
sicsided @ Oct 22nd 2007 11:18AM
metriod prime hunters?
can't wait for this. Hopefully skipping Touch the Dead for this was the right choice
megaStryke @ Oct 22nd 2007 12:29PM
Metroid Prime: Hunters is not survival horror.
velocitystrike @ Oct 22nd 2007 2:54PM
Megastryke:
"1. Resident Evil is not played in the first-person perspective."
erm...
http://dsmedia.ign.com/ds/image/article/685/685506/resident-evil-deadly-silence-20060202071733714.jpg
arrrgh @ Oct 22nd 2007 5:38PM
no man, mega is right. It's 3rd person. It may have an element of FPS in it, but that's not its classification. You can scope in RE4..is it fps?
velocitystrike @ Oct 22nd 2007 7:03PM
I see :D
Well my point about Gears still holds true then. *sigh*
ThornedVenom @ Oct 22nd 2007 11:17AM
I believe that the part saying about the screen size not mattering to be true because of the attention we give to it: graphics, bells and whistles are an excellent support for games, but the magic has always been in one's head. ;P
AND THE PSP CAN'T DEMENTIUM BECAUSE IT HAS NO RIGHT SECOND ANALOG NUB!
**DUCKS THE FLAMING TENNIS BALLS OF FANBOY WARS**
Zach S @ Oct 22nd 2007 11:37AM
I own a psp and a copy of Coded Arms (which I play with no lock-on), plus I have played the demo of Medal of Honor, and I would have to agree with you on that one. It is FPS on the go, and it is fun, but there are definitely some major issues with FPS on the PSP. Having played Metroid and Goldeneye:RA on the DS, it can definitely do FPS much better - it's just too bad the PSP has better FPSes overall (I'm not a huge metroid fan and G:RA was a major rush-job). Overall, though, I think that really, really good FPSes could come out for both systems, developers just have to stop being lazy about handheld games (look at Syphon Filter(PSP, not FPS) or Metroid(DS) for instance).
bm @ Oct 22nd 2007 1:59PM
I just wish they'd do something about that flashlight, those hard edges of the light make it all look a bit cheap and I'm afraid it'll ruin the atmosphere. Silent Hill on the PS1 could do it.