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Q: When did you start working on Concursion?

I started working on Concursion in March of this year. Previously employed at a post production company, I quit for the express purpose of working on this game.

I started by developing a sort of game-agnostic framework (to ideally use for future games), and went from there.

 

Q: Why did you begin making Concursion?

I am a giant gamer. If you can name the console, it’s probably currently plugged in in my living room (super-many-way switchers are hard to find!).

In the past, I’ve had the opportunity to work on games, but I really wanted to make one I had final creative say on, that I could guide and steer.

 

Q: Did any other games/game devs inspire you to make this game?

I’m a big fan of Super Meat Boy, and it’s purist approach to making a game. Ditto Bastion and a few others.

Though those games don’t necessarily feed into the gameplay directly, it’s pretty cool to see smaller game devs have meaningful success. It’s inspiring that such success is possible.

 

Q: What kind of gameplay can fans expect to find from Concursion?

Concursion smashes together a lot of different gameplay types. At its core, Concursion mashes up: Platforming, Hack and Slash, Shoot Em Up, Physics Simulator, and a Maze Game.

I think what makes this game unique though, and not just a compilation, is the way these genres come together. A spaceship might shoot bullets at a platform hero, or a dragon might chase down a hero wielding a jet pack.

So far, we’ve only shown clear discrete uses of each realm we’ve built (as appear in the early acts of our game) – but, as the game goes on, enemies’ behaviors will get even more complex. Enemies will be able to pass from world to world without changing their shape, and the world itself (and its bubbles of reality) will even respond to the player’s actions.

 

Q: When did your company, Puuba, get formed?

I’ve used the name Puuba for various things for about ten years. Mostly online writing and dirty jokes. J

However, Puuba as a formal, proper company was only started in March, for the purpose of building this game.

Right now, Puuba consists of just three people – we’re doing all of the development, QC, and gameplay design. Friends and partners are helping with art and music.

 

Q: Have you worked on/made any other games in the past?

Yes indeed. But, you’ve never played any of them. I’m almost positive. J

For the past bunch’a years, I’ve worked making Blu-rays and mobile apps based on major motion pictures.

If you own a Disney Blu-ray, it’s not horribly unlikely I’ve written some code for it. If you owned an HD-DVD, I may have done the muxing.

A lot of these have micro arcade games. I love that you can find some games by me on the shelves, but they’re definitely uncredited.

 

Q: Do you plan on making any new games in the future?

I definitely have a notebook of ideas. So, I’d like to say yes.

But, in actuality, that depends somewhat on the success of Concursion. Right now, I’m funding this game straight from pocket.

So, if Concursion looks even remotely promising… yes, definitely.

If Concursion is a giant teary flop, I’ll probably need a “real people” job.

 

Q: Where did you get your name, Puuba?

Oh man. An inside joke, really. In high school, a bunch of friends and I started throwing around the term as a sound effect of sorts.

Say it really loud, and really high pitched.

 

Q: What brought you into the gaming industry?

Hope? Prayer? Desire for a bigger challenge, probably.

Right now, I’m working from my home – so the transition was pretty easy.

Basically, I’d just like to make a game that I would like to play.

 

Q: What platforms will Concursion be released on?

To begin with, Concursion will be for PC and Mac. If luck is on our side, and the world shows interest, I’m a console guy at heart.

So, the PS4s and XBones of the world would be next on my list.

(I test the game, on my PC, with an SNES controller. J )

 

Q: When should Concursion be released?

We’re hoping for the first quarter of 2014. There’s a fair bit of work left to do, but the tech is mostly done. Level creation, here we go!

Coming then-ish, to a computer near you!

 

Q: Is there anything else that you would like readers to know?

I really value any support right now, whether it be just a note, some funds, or even a hello. Or Kickstarter went live this week, and every bit helps.

Working from home has never been more isolating, and it’s hard to know just how many people are aware of what we’re working on.

www.puuba.com/kickstarter

 

Q: Are there any Social Networks that readers can follow?

 

Fo’ shizzle.

www.facebook.com/puubainc

 

www.youtube.com/user/PuubaGames 
www.twitter.com/PuubaDanny

We try to put up new videos once a week on average. They cover our game, the development, creative, and any challenges we face.
Also, they’re often ridiculous.

Puuba sure has a lot to say, and we like it! 

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