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Steven Ranck - Creator of HydroThunder | TechJesse Interview #1

34:56EnglishBy TechJesse: Jesse PetrillaTranscribed Jul 16, 2026
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0:00

All

0:00

right. So, welcome to a brand new

0:02

section of the channel where I interview

0:04

computer revolution pioneers, the unsung

0:08

heroes who were there developing the

0:10

systems and the games that we love. So,

0:12

today I welcome my first guest, a man

0:14

who I've known for several years and who

0:16

I only recently realized that he made

0:19

one of my favorite arcade games in the

0:20

90s, Hydro Thunder. Very pleased to

0:23

welcome Steve Rank. Welcome, Steve.

0:26

>> Thank you, Jesse. I appreciate you

0:28

having me. So, I'll go ahead and start

0:30

out with your bio, and you can correct

0:32

me if anything's wrong on here, but uh

0:35

Stephen Rank spent 31 years as a video

0:38

game developer, including at Midway,

0:41

where he served as project leader for

0:42

the arcade game Hydro Thunder, and

0:44

worked on other titles, including

0:46

Off-Road Challenge and Cruising USA,

0:48

among others. He founded and sold two

0:51

video game development studios including

0:53

Swing and Ape Studios which he sold to

0:55

Blizzard and Specular Interactive which

0:58

developed H2 Overdrive and Dirty Driving

1:00

and was acquired by 2K. He retired

1:03

earlier this year. So, thanks for

1:06

joining.

1:06

>> All facts. Yeah, thanks. It's been over

1:09

>> started. So, what uh what made you

1:12

pursue a career in video games? Well,

1:15

actually, I I started working on games

1:18

and just entertaining people through

1:19

through games uh back when I was a kid.

1:22

And uh I remember this being in my

1:24

bedroom and uh this is before I we had a

1:27

VCR. There was this commercial that uh

1:30

of Gene Rodenberry Star Trek, you know,

1:32

guy who created Star Trek. And he was

1:34

promoting his Star Trek phaser battle

1:37

game. this is a physical game uh that

1:39

you know you'd have a little joystick

1:40

and you would like you know align your

1:42

your target with the Klingons and take

1:44

them out stuff like that and I was just

1:46

so excited about that and um at the time

1:50

I I sort of promoted myself from playing

1:52

with blocks as a very young age to

1:54

Tinker Toys to Legos and then at that

1:56

time I was actually building things with

1:58

a um this this construction set called

2:02

Fisher Technique which was made in

2:04

Germany and only available in the US at

2:06

certain certain like very specific

2:08

stores. So I had these Fisher techniques

2:10

laying around and with these things you

2:12

could build mechanical things at

2:13

electronic things and I thought, you

2:15

know, I thought it'd be really cool if I

2:17

could build my own version of the Star

2:19

Trek phaser battle. So I would watch TV

2:21

and every time that commercial came on,

2:22

I'd run to the TV with my notepad and I

2:24

just sketched down as much as I could

2:26

remember and I just kept on doing that.

2:28

And I still have those drawings today of

2:30

of of this thing. And I actually made my

2:32

own Star Trek phaser battle at the

2:34

official technique. And about, you know,

2:36

big cardboard box was the housing. This

2:38

semi semi-transucent screen with a

2:41

starscape that I drew on with stars in

2:43

the background. And um and my friends

2:46

would come over and I I just did it for

2:47

myself, but they would come over and

2:48

play it. And I learned that, you know, I

2:51

really enjoyed watching people play my

2:53

game. And after that, I made a bunch of

2:56

other mechanical games, Star Wars games,

2:58

and uh you know, uh things like that.

3:01

and it, you know, branched out. But

3:02

yeah, as a very young kid, I I built

3:04

that Star Trek phaser battle game back

3:06

when I was 12 years old and just kind of

3:08

went from there.

3:09

>> What uh what early computers did you

3:11

have?

3:12

>> My first computer was an Apple 2

3:14

computer. And my friend and I used to

3:18

ride our bicycles after high school uh

3:20

to this little computer place in Brea,

3:22

California called uh um Computer Plus.

3:27

And the owner there, Mr. Lopez, I

3:30

remember his name. He had one employee,

3:32

Javier, and Javier was the programmer,

3:34

and he would be programming the

3:35

computer. And we were fascinated by this

3:36

computer. And we were like, you know, my

3:39

my friend and I thought, you know, would

3:41

Mr. Lopez allow us to actually use one

3:43

of his Apple computers? And he did. And

3:46

we were surprised. Now, at the time, we

3:47

were surprised, but now I realized

3:49

because he wanted people to see just how

3:51

easy it was for even kids to use an

3:54

Apple 2 computer. So we started riding

3:56

our bikes down there every single day

3:57

and writing games on the Apple 2

3:59

computer, learning all about, you know,

4:01

the basic uh programming language that

4:03

Steve Waznjak had implemented in the

4:05

computer. And that was my very first

4:07

computer. And I asked my dad if

4:08

eventually if he would buy me a computer

4:10

for buy me an Apple 2 computer for

4:12

Christmas. This is like the beginning of

4:14

summer. And I'll never forget this. He

4:16

told me, my dad was a very smart man. Uh

4:18

he said, "If you save up $200 over the

4:21

summer to buy the monitor, then I will

4:23

get the computer for you." I worked I

4:25

wor mowing lawns, whatever it took. And

4:27

I I saved up that $200. And I'll never

4:30

forget walking in. I said, "Dad, I have

4:32

the $200." I expected him to say, "I

4:34

just wanted you to teach you a lesson.

4:35

Uh, you know, son, keep the $200." But

4:37

no, he took that $200 and uh and applied

4:40

it towards the monitor. And then I had

4:42

to wait another three months for

4:43

Christmas to get the Apple 2 computer,

4:45

which I thought was another great lesson

4:46

of just patience. And when I got it, I

4:49

stayed up all night long that first

4:51

night and I learned about assembly

4:53

language and I started, you know, hey,

4:54

assembly language is is more difficult,

4:56

but you can build games that run a lot

4:58

faster, you know, and so I I built, you

5:00

know, I don't know, hundreds of games

5:01

for my Apple 2 computer over over the

5:03

years and even eventually went on to

5:04

design some addin boards that would plug

5:07

into the peripheral slots in the back. I

5:09

built a music synthesizer card because

5:11

the Apple 2 computer, it could only make

5:13

clicks, little clicks, and if you put

5:16

the clicks close enough together, it

5:17

would make a tone, but it was pretty

5:19

lousy. So, uh, I actually designed a

5:21

addin board that could play up to three

5:23

simultaneous notes, each with its own

5:25

envelope. And I eventually modified it

5:27

to put a vot

5:29

uh, speech synthesizer chip, which

5:31

sounds, if you've seen the movie, the

5:32

original movie War Games, it sounds

5:34

exactly like that. So I can make my

5:36

games talk and also make explosion

5:37

sounds and things like that.

5:39

>> That's awesome. You don't by chance

5:40

still have any of those old software and

5:43

programs around that you made, do you?

5:45

>> I do. I do. Oh, you do? That's awesome.

5:48

>> My original Apple 2. Yep. And all the

5:50

floppy discs. I don't know if the

5:51

floppies are still good. I haven't, you

5:53

know, tried it in in decades, of course.

5:55

>> That's so cool. I wish I still had my

5:56

old systems. I I was able to find my I

5:59

had a compact Prisario was my first PC,

6:01

my first IBM compatible PC. I had a a

6:04

Mac color classic was my first that I

6:07

had and I I I but the PC was really

6:10

where I started tinkering around and I I

6:12

was able to find one and restore it. It

6:14

was pretty cool. But uh yeah, it's Yeah,

6:17

I don't have don't have the original

6:19

though, unfortunately. That's awesome.

6:20

You were able to keep it and so uh yeah,

6:23

what were some of the games that that uh

6:25

do do you do you uh that you still have

6:27

that

6:29

>> on my Apple too? I probably have them

6:30

all at

6:31

>> Oh, that's awesome. That's so

6:33

>> I if I think back I remember making an

6:36

Incredible Hulk game, but you did not

6:38

play as the Hulk and you played as uh as

6:41

robbers and so it was a top down view of

6:42

a city and you'd have to uh you know uh

6:45

jump in a car and drive through the city

6:47

and they would rob something and then

6:48

then the Hulk would jump out and like

6:50

leap from building to building you to

6:51

escape from things like that. It it was

6:52

very low resolution graphics and 40 by

6:54

40 was the real resolution.

6:56

>> But those are so much fun. That's the

6:57

thing is it doesn't take good graphics

6:58

to make a fun game. And I think that's

7:00

finally what people are realizing. This

7:02

trend of retro style like you see

7:04

Minecraft is the all-time best most

7:07

highest selling game. And it's uh it

7:10

looks like the same stuff that 16bit

7:13

things are 32 that we were playing not

7:15

too long ago. So

7:16

>> for sure.

7:17

>> Yeah, I guess it I guess it was a while

7:19

ago, huh? But uh so uh now well you you

7:24

worked for 31 years, but you were you

7:26

were in software before that. uh over

7:28

over the course of your career, what uh

7:30

what changes did you did you witness? I

7:32

mean, there were quite a few changes

7:34

from the early days to uh when when did

7:36

you retire? You just earlier this year.

7:38

>> Earlier this year. Yeah.

7:39

>> All right. Yeah. So, it changed quite a

7:41

bit. What did what did you see over that

7:42

time?

7:43

>> It did. I I mean, you know, uh I was off

7:46

doing in the middle of a career

7:48

developing u uh disc drive controllers

7:53

uh that could plug into PCs. So, that

7:54

was my career at the time. And, you

7:56

know, I I worked my way up. I was a a

7:58

director of engineering reporting

7:59

directly to the CEO of this company in

8:01

Irvine, California. And I had a staff of

8:04

engineers working for me. And um you

8:06

know uh it was a really great job, but a

8:09

friend of mine who did recruiting said,

8:11

"Hey, uh you know, I know you really

8:14

enjoyed making games when you know when

8:16

you're a kid. There's a company in San

8:18

Diego, Midway Games, that is looking for

8:21

somebody." And I thought, are people

8:23

actually making money making games?

8:25

because at that time you know very few

8:27

companies were were actually making this

8:29

like this is like early in the mid '90s.

8:31

Um so I you know decided just to try it.

8:34

So I went down for an interview and fell

8:36

in love with the place fell in love with

8:38

the people and uh accepted a job there

8:41

and you know it it I took a 40% pay

8:44

decrease to take this job. I incured a

8:47

you know an hour and a half drive each

8:49

way because I had owned a house in

8:50

Orange County. This is down in San

8:52

Diego. But I loved every single moment.

8:54

In fact, I got I was having such a great

8:56

time. I bought myself a cot to sleep in

8:59

in the office because I just like the

9:02

drive and being away from developing the

9:05

games just got in the way for me. I was

9:06

a young kid at the time. It just it was

9:08

>> not married, no kids,

9:10

>> no kids, no Yeah, exactly. Uh it's just

9:13

all I wanted to do. I wanted to learn as

9:15

much as possible and, you know, work.

9:17

So, I worked on Cruising USA, as you

9:18

mentioned earlier, for the Nintendo 64.

9:20

That was my first game in the industry.

9:22

And then um I I was at on a family

9:26

vacation at Lake Powell and I remember

9:31

being on top of the houseboat and I if

9:33

you're not familiar with Lake Pal, it's

9:34

like these narrow canyons, these massive

9:36

canyons. It's not like a wide open lake

9:38

some areas. And we were in one of these

9:40

canyons. And I remember hearing the echo

9:42

of this superboat that was approaching,

9:43

you know, it just reverberated uh, you

9:46

know, throughout the canyons. And I

9:48

thought, it's too bad he has to go so

9:49

slow because it would be a lot of fun if

9:51

he could just open it up on these these

9:53

winding turns. And I thought that would

9:54

be a really great game. So I put

9:56

together a pitch. I I even hired a

9:59

concept artist out of my own pocket to

10:01

pitch to the company this game. uh at

10:05

that time was called Hydro Extreme and

10:07

it was exactly that you would just race

10:08

these high-speed superboats through you

10:11

know various environments and the uh the

10:15

company told me if I helped off-road

10:19

thunder the off-road thunder team uh on

10:21

their multiplayer that they would give

10:23

me a small team to put together a

10:24

prototype for Hydro Extreme and so I did

10:27

that and they g they gave me uh a couple

10:29

artists I was the only engineer and uh

10:32

we put together this amazing demo demo.

10:35

Uh, I mean, truly it was amazing demo.

10:36

It wasn't playable. It was just a It was

10:38

It was It was animated all in real time,

10:40

but you couldn't actually drive the boat

10:42

because we only had a couple weeks put

10:43

this together. And, um, the CEO came

10:45

down for one of his visits. He was

10:47

located in Chicago, so he flew into San

10:49

Diego for one of his, you know, periodic

10:51

visits where he reviewed the the teams,

10:53

the various projects. And he they they

10:56

swung by our our room. Basically, it's

10:59

the small room with no windows. We had

11:01

the whole demo set up and we sat him

11:02

down and we pitched the whole game to

11:04

him and we had no idea what we'd say and

11:07

I just remember he he paused, slapped

11:11

the table, stood up and said, "Let's do

11:12

it." and walked out and we were just

11:14

like, "Wait, so is that it?" We like it

11:16

on the spot. But of course, the

11:17

realization at that point came like,

11:19

"Okay, we we're celebrating like this is

11:20

awesome. We get to do the game we want

11:22

to do, but we had no idea how we were

11:24

going to pull this thing off." I know

11:25

real time water on the hardware at that

11:28

point was uh like nobody had done it

11:30

before right so we had to figure all

11:31

this stuff out um but it was it was uh

11:35

it was fantastic that's how I got my my

11:37

start in the video game industry of

11:39

course you have many changes over the

11:41

years uh to where we are today uh that's

11:45

>> you know

11:47

>> sorry go ahead

11:48

>> was it a proprietary engine did you have

11:49

to or did you use another engine for

11:51

hydrounder

11:52

>> yeah great great question so I I had

11:54

developing my own engine just in my free

11:57

time while I was employed at at uh at

12:00

Midway. And so, uh, once we got green

12:03

lit, I just pulled that engine over and,

12:04

you know, continue working on it. But

12:06

the really cool thing about Hydro

12:07

Thunder was that the I I always felt

12:10

that that interactive development is is

12:13

that you're going to get the best

12:14

results with interactive development,

12:15

meaning that you'll be able to tweak

12:16

things while playing the game. So we

12:18

invested a lot of time in developing

12:21

tools that allowed um everyone in the

12:24

team uh to to modify the game while

12:28

playing the game.

12:29

>> So basically you would launch the game

12:31

and you would see it on the arcade

12:33

monitor. So we have two monitors on our

12:34

desk. I know it's nothing from for now

12:36

but back then that was that was amazing,

12:38

right? So we had one monitor which was

12:40

the coin out monitor. We had the other

12:41

one monitor which was our development

12:43

monitor and we wrote tools window based

12:46

Windowsbased tools that ran on the

12:47

development monitor and connect in real

12:49

time over the network to the game

12:51

running on a separate PC driving the

12:53

driving the coin monitor and we will be

12:55

able to be driving the boats and while

12:57

we're driving it have somebody next to

12:58

us tweaking the parameters here's the

13:00

mass here's the motive of inertia here's

13:02

acceleration here's the buoyancy

13:04

whatever else right and so we were able

13:05

to tweak each and every boat uh like

13:08

that over the course of the development

13:09

of the project which allowed us to come

13:11

up with, you know, all those boats that

13:13

have very different uh, you know,

13:15

characteristics when you're driving it.

13:17

Well, we went further than that. We

13:18

actually had a world building tool that

13:20

again we crafted ourselves that allowed

13:22

artists to place lights in real time.

13:23

So, we were able to light the canyons of

13:25

late pallet knight, you know, with fire

13:27

light and things like that, the animated

13:29

uh we were able to modify the water

13:31

characteristics. So, this is choppy

13:32

water, this is smooth water, this is

13:33

reflective water, whatever. It's all in

13:35

real time right there while playing the

13:37

game. And this allowed us to have a very

13:39

small team that was able to create at

13:42

that time one of the most I think

13:44

visually uh uh uh it just visually the

13:48

game stood out because people had not

13:49

seen this before in arcade. Um and uh

13:53

you know I owe it all to and I remember

13:54

management coming down to us every parox

13:56

hey we're not seeing any progress in the

13:57

game because we were working on the

13:58

tools at the time. We spent a good six

14:00

months on the tools. Mhm.

14:01

>> I just kept on telling them, you know,

14:02

you know, trust me, trust me, we're, you

14:04

know, once we have the tools and we

14:06

you'll see a lot of rapid progress on

14:08

the game. And that's exactly what what

14:09

happened.

14:10

>> It'd be cool to make those open source

14:12

now and and have it where somehow people

14:15

could be making their own. It's it's

14:16

it's interesting that that actually be

14:18

like talking about Minecraft. Minecraft

14:20

was essentially that where you're

14:22

modifying the game or building the game

14:24

as you're playing it and that became the

14:25

game was make the game.

14:27

>> That's a good point.

14:29

>> Yeah. And it's it's funny that that a

14:31

lot of a lot of folks didn't really uh

14:33

uh grasp that concept uh early on, but

14:37

yeah, Mojang made quite the hit with it.

14:41

>> But uh yeah, I wanted to see too what

14:43

what now that talking about the tools

14:45

now there's so many out there. Are you

14:47

still making games? Are there are you

14:49

using GDAU or Unity or any of the any of

14:52

the stuff that's that's available uh

14:54

open source or their subscription based

14:56

programs? Are are you currently

14:58

tinkering around with anything?

15:00

>> I I am not. You know, I've been retired

15:02

since February and I'm just finding my

15:05

interest doing other things now,

15:06

learning different things I've never had

15:08

time to learn before. And I'm actually

15:10

enjoying playing games now. Whereas back

15:13

when I was developing them, I didn't

15:14

have a whole lot of time, especially

15:16

running the companies, to play a lot of

15:18

games. Um, I've played, you know, a few

15:20

of the the most popular ones, but now

15:21

I'm just I'm just having fun like going

15:23

through all these older games that I

15:25

never had a chance to play and enjoy

15:27

myself doing that.

15:28

>> That's awesome. Yeah. The uh the now you

15:31

built and sold two companies. What was

15:32

it like? What was the inspiration to

15:34

start your own company? How did that

15:36

process work?

15:38

>> That's another great great question.

15:39

Yeah. So, I just finished up Hydro

15:41

Thunder and we were starting to work on

15:44

Hydro Thunder 2 and a game called Stock

15:46

Carnage, which was a, you know, stock

15:49

car game kind of in the spirit of of

15:51

Hydro Thunder. And um, but I I'd always

15:55

wanted to have my own company and I

15:57

decided to to leave on very good terms

16:01

uh, Midway and just try it out. So

16:03

myself and two other of the Hydro

16:05

Thunder team uh from from Midway uh

16:08

joined me and we started uh Swinging a

16:10

Studios. Uh we started Swinging Nip

16:13

Studios

16:15

in um in 2000

16:18

and we started working as just doing

16:21

contracting work with developing an

16:23

engine for another development team was

16:25

working on a project with the Vindy and

16:28

uh uh that project fell through with

16:30

them. So they had to stop funding us

16:32

which was you know this is like we're

16:34

maybe a year into the company. So we had

16:38

to really tighten our belts at that

16:39

point. We stopped take the three of us

16:40

started to stop taking salary and uh you

16:43

know we were very uh open to all of our

16:45

employees and uh we had toyed around

16:48

with this idea about a

16:51

um a robot fighting game like a shooter

16:54

where you play the robot you went to

16:56

different planets and fought various

16:58

enemies and we decided to you know come

17:00

up with a demo a playable demo for that

17:01

and shop that around and we did come up

17:03

a playable demo which was really fun and

17:06

we shopped it around and ultimately

17:08

Sierra uh was interested in that game

17:11

and so they ultimately signed for us to

17:13

do that game for them and they were

17:15

owned by Vivventi. So Vivi was the

17:17

publisher for that. So and that game

17:19

turned out to be metal arts glitch the

17:20

system which is it's still I just you

17:23

know go to YouTube every once in a while

17:25

people are still playing the game and

17:27

playthroughs. It's it's pretty it's

17:29

pretty fun to see that. Uh,

17:30

>> it's awesome seeing the resurgence,

17:32

seeing things that it's it's really

17:34

there's guys our age that are suddenly

17:36

now we've got kids too and anyone over

17:39

40 is looking back at this stuff. We've

17:41

got kids and especially as we start to

17:43

retire, uh, we've got time and so yeah,

17:47

we we're reminiscing and finding old

17:49

games. I I love discovering old games

17:51

that I never played in the 90s. I I just

17:53

played through I'm about halfway

17:54

through, I should say, Beneath a Steel

17:56

Sky, which was one of the

17:58

point-and-click adventures that I I

18:00

mean, I I would have loved this game

18:02

when I was a teenager, but I uh I I

18:04

didn't even hear about it, but I'm

18:06

looking at, okay, what are some other

18:07

obscure titles and and things from that

18:10

era, and it's it's it's kind of neat

18:12

because, yeah, you feel like a kid again

18:14

playing these things and discovering new

18:15

things and yeah, it's really fun. But to

18:18

to answer your question, yeah, so uh

18:22

>> we we had always anticipated in Metal

18:24

Arms being a trilogy, but the game al

18:27

although it was critically wellreceived

18:30

um the financially it just did not do

18:33

very well and so we could not proceed

18:36

with the sequels to that game. But uh we

18:39

caught like the game was was a it was a

18:41

lot of fun and we were able to develop

18:43

this game from scratch, develop

18:44

everything our ourselves and that caught

18:46

the interest of Blizzard and they

18:48

contacted us and asked if we wanted to

18:50

to uh take over Starcraft Ghost which we

18:53

did. That ultimately didn't work out. Uh

18:56

there's lots of information online as to

18:58

why that didn't work out but uh Blizzard

19:00

ultimately decided to purchase us which

19:02

we we agreed to and we we became part of

19:05

Blizzard. I stuck around for about a

19:07

year and then left and took a year off

19:09

to develop my own technology again and I

19:13

um uh ultimately started a new studio uh

19:16

which is Spectular Interactive uh doing

19:18

arcade games.

19:20

>> What was the difference? It's it had to

19:22

be quite a cultural shock uh going from

19:25

the smaller independent studio to uh the

19:28

corporate culture. What was that like?

19:29

What were the differences?

19:31

It it was really interesting because

19:33

obviously Blizzard is tremendously

19:35

successful. So we wanted to adopt a lot

19:37

of their methodology. At the same time,

19:40

you know, we wanted to keep our culture

19:43

and I think those two things were were

19:45

they were at opposing um angles to to

19:48

each other. So um you know, we

19:50

eventually we found a middle ground and

19:53

uh yeah, but ultimately I decided to

19:56

leave after after a year. It just didn't

19:58

um it didn't have the same vibe.

20:03

>> Yeah. Yeah. I imagine it's quite the

20:04

bureaucracy, too. When when companies

20:05

get that big, it uh Yeah. It's tough for

20:08

them to keep keep that that uh that

20:10

culture of because it's essentially art.

20:12

I mean, it really is. This is this is an

20:14

art form and and when you uh when you

20:17

mix up all the corporate rules into it,

20:19

it's like, okay, how do you how do you

20:21

let artists thrive? So it's yeah it's

20:24

it's it it's quite a uh I I had a little

20:27

corporate experience. I I was my first

20:29

game uh that I made. I never had any

20:32

successful hits and actually never never

20:34

pursued or never never realized my dream

20:38

of being a video game designer other

20:39

than independent games. It was

20:41

interesting. I I had all always dreamed

20:42

of working in tech and I graduated right

20:45

a few months after graduated from high

20:47

school right a few months after the.com

20:49

bust. And so it's like okay and then I

20:51

went for computer science and by the

20:54

time I I was graduated it was bottom of

20:57

the recession just very very much not uh

21:00

not conducive to to that career but yeah

21:03

in hindsight I mean I would be I'm 42

21:05

now and the the industry has really it's

21:08

changed so much. I actually took uh took

21:10

somebody to lunch

21:13

um recently, Scott Miller, who used to

21:16

run 3D Realms and Apogee and made Duke

21:18

Nukem and I mean all these great games

21:20

that that his company made. And I asked

21:24

if he has I said, "Hey, where's where's

21:25

your studio?" And he said, "No,

21:27

everybody's working remotely. If I if I

21:29

had a studio, it would it would be tough

21:32

to pay folks now. There's so much uh so

21:35

to have any overhead." head and I'm just

21:36

thinking, man, these it's just so

21:38

saturated. If if if Scott Miller

21:42

can't can't have a studio that that

21:44

would be profitable, a physical studio.

21:47

It's it's really tough. Uh it would be

21:49

tough for for anyone starting out. It's

21:52

just very saturated. And uh yeah, the

21:54

tools are right there.

21:55

>> Change.

21:56

>> Yeah, I couldn't believe it. I

21:57

>> started back when we started Swing

21:59

Native Studios. That was a sweet spot.

22:00

you know, we uh you know, it it was back

22:03

when, you know, developers worked with

22:05

larger studios to publish their games

22:07

and you had really good relationship

22:09

with your publishers and you would

22:10

deliver milestones. They would pay you

22:12

and, you know, you would use that

22:13

payment to pay your employees and pay

22:15

for, you know, your office and

22:16

everything else open with the office,

22:18

>> you know. Um, but yeah, it'd be really

22:20

tough today. I I don't I don't think I

22:23

would have the courage, nevertheless,

22:27

the energy to start a video game

22:29

development company now. Uh just because

22:33

I'm I'm so old school that I I think of

22:36

it in the old days in the Swinging

22:37

Studios and the specular days. Uh but

22:40

today it's it's completely different and

22:41

it's it's foreign to me and I don't um

22:44

particularly find it uh as appealing

22:48

personally.

22:48

>> Right. Yeah. It's it's more it's it's

22:50

fun. I mean, it's it's really there's

22:53

there's got to be some niches that are

22:55

still profitable, but overall it's just

22:57

I I'm just having fun with it. I

22:59

downloaded the GDAU program, uh that

23:02

engine, and it was within I I put maybe

23:05

10 hours of work into it following

23:07

YouTube tutorials and I had a working

23:08

game that was fun, a little

23:11

sidescroller, and it's just crazy. I

23:13

mean, that would take months and months

23:16

back back in the day. Yeah, the tools

23:17

are all there and anyone can make a

23:19

game. It's It's really changed a lot.

23:23

>> But, uh, yeah, I mean, where where do

23:24

you uh I don't know, where do you see

23:26

the industry heading? I'm curious since

23:28

you've you recently got out, we we

23:31

discussed a little bit about where it's

23:32

at, how saturated it is, where where do

23:34

you think it's going?

23:36

>> That's a great question. I think

23:37

everybody's asking them theelves that

23:39

question, right? Uh, you know, I I am

23:44

concerned for the smaller studios. There

23:45

are so many games being released a year

23:48

through Steam. Uh it's hard to gain any

23:51

traction. Uh it's, you know, even even

23:54

really great games that are available on

23:56

Steam are are struggling. I you of

23:58

course you hear about the successes, but

23:59

they're so few and far between. Very low

24:02

percentage of them. Uh for as for the

24:04

larger studios, they certainly have the

24:07

resources to continue to develop games.

24:09

But I think they're shying away from,

24:12

you know, uh, from new IP and they're

24:14

instead leaning into their existing IP

24:16

and investing, you know, 90% of the

24:19

resources into into those IPs. So, um,

24:22

yeah, it's, uh,

24:24

where do I see it going? I mean, I I

24:27

think that you'll have a few smaller

24:28

developers that are that are successful,

24:32

and I think the larger developers and

24:34

publishers, I think they'll continue to

24:36

be okay. Yeah, it's I just read in the

24:39

Wall Street Journal the uh uh company

24:42

Electronic Arts is

24:43

>> I saw that

24:44

>> looking at going private right now and

24:45

uh there's some investors and it it

24:48

looks like the valuation's around $50

24:49

billion. So the big guys are still very

24:53

strong. It's tough to compete with that.

24:54

That's the thing is I I made a few

24:56

independent titles even 20 years ago and

24:58

it was it was without the marketing

25:00

budget. It it it's it how do you compete

25:03

uh with with with those folks? And yeah,

25:06

but uh there's also a few technology

25:08

changes such as AI, where where do you

25:10

see AI playing into into the industry?

25:15

>> Yeah. So when I was when I was uh still

25:19

with 2K earlier this year before I

25:22

retired, you know, that was a big

25:23

question over the past or the previous

25:25

year as we start looking at AI as tools.

25:28

Uh I think we're still a ways from AI

25:30

replacing jobs, but certainly AI you

25:32

know we were able to lean on AI for the

25:36

generation of of uh you know textures

25:40

and to some extent models and even

25:43

animations. In fact, one of the tools

25:44

that we evaluated was this tool where

25:46

you could take your iPhone and uh record

25:49

somebody doing whatever a dance or doing

25:52

whatever move you want and it would

25:53

actually take that and turn it into 3D

25:55

data that you could then use to drive a

25:57

3D model. It wasn't I'd say maybe it was

26:00

40% there, but I could see that, you

26:02

know, becoming 100% uh o over the next

26:05

few years. um which just I think it

26:07

makes all all the components needed to

26:11

make a video game more accessible to

26:14

those without the resources of a large a

26:16

large publisher.

26:17

>> Right?

26:18

>> So I think that's a good that's good in

26:19

a way because it means that you know

26:21

hobbyists who really have maybe have a

26:24

vision of a video game in their mind

26:25

they can use these tools you know maybe

26:28

collaborate with or maybe couple Unreal

26:31

Engine along with some of these AI tools

26:32

to make their their vision come come to

26:35

life. Um

26:37

but uh

26:40

but the the downside is that you'll have

26:41

a lot of people a lot more people

26:43

competing.

26:44

>> Right. Right. Yeah. Definitely. And it

26:45

makes it easier for like you said

26:47

independent uh guys to have the

26:49

resources because I I played around a

26:52

little bit the other day uh with one of

26:53

the AI programs and generating pixel art

26:56

and it it came up with just beautiful

26:58

stuff and it's like okay and now animate

27:01

this pixel art to do this and it just

27:03

does it and it's like this would be uh

27:05

quite pricey but then it comes into

27:08

there's some there's legalities. It's

27:10

like okay is it who owns it? who's the

27:13

uh it also pulls its data from

27:18

the web. So there it might pull

27:20

something that is already uh that might

27:23

infringe on somebody else's work. And

27:25

>> yeah, it's it's it's got got a lot it's

27:28

it's definitely

27:29

>> I think it it's it's an unstoppable

27:31

force, but uh but it's it's it's got

27:34

it's got a a ways to go to direct it in

27:37

the right way. But yeah, we'll

27:39

definitely see some impacts there. I've

27:41

always thought it would be cool to have

27:42

a a game that changes every time you

27:44

play it because it's run by AI and it's

27:46

like it's generating new worlds and new

27:49

story and I mean it would that would

27:50

just be

27:51

>> I'm sure.

27:52

>> Yeah, I'm sure it it's going to happen.

27:55

Uh, one thing I wanted to address too is

27:56

the social aspect of games. So the more

28:00

connected that we become

28:02

technologically, the the less connected

28:04

we are as people. And and that's

28:07

something that I think we're seeing a

28:08

tremendous impact on mental health in uh

28:11

in not just America but in in the

28:13

Western world. Uh particularly in kids.

28:16

I mean when we were kids, I remember

28:17

games were very social. you would go to

28:19

the arcade and you would hang out with

28:21

your friends and you would uh if you had

28:23

a Nintendo you would invite your friends

28:25

over and you'd be playing uh playing

28:28

together and it was it was very social

28:30

and then then it changed. I mean even

28:33

even in the 90s was probably the last

28:35

where we'd have land parties and that

28:37

was I mean I still I started hosting

28:39

them again uh every spring and fall. Our

28:42

next one is actually this weekend, but

28:43

but I've got a group of nerds that we

28:45

get together and lug old CRTs that we've

28:48

found in e-waste and we network uh our

28:50

computers and play the games. It's very

28:52

fun, but and I think it feels recharging

28:54

for the soul just to be together and and

28:56

playing games uh with real people in

28:59

person. Uh but the highspeed internet

29:02

essentially uh ended that and and now

29:06

you see people very disconnected and I I

29:08

I wanted to just just hear your thoughts

29:10

on that. how I mean where where things

29:12

are going on uh as far as making games

29:17

more social and making making uh

29:20

addressing the mental health issue. What

29:22

are your thoughts on on that?

29:25

>> Yeah, I I 100% agree with what you said

29:27

there. I remember the days the arcade

29:29

days where we would go to the arcade

29:30

with our friends and you know you meet

29:32

new people there, you could interact

29:34

with people, you would play multiplayer

29:35

games with the same screen. It was

29:37

really a social event and like you said

29:40

that graduated to play Nintendo uh couch

29:43

play, you know, or even just one-on-one.

29:45

It was it was just a uh it was it was

29:48

different time, right? Um you we still

29:51

have some of that. I played through it

29:53

Takes Two, which has couch play. Have

29:55

you played It Takes Two? Is it screen?

29:58

>> Oh, it's a fantast fantastic game. But

30:01

it's couch play, right? So you you play

30:02

alongside somebody else. I played

30:04

through that twice. uh once with my son

30:06

and once with somebody else and uh you

30:08

know that you know there is no replacing

30:11

that like if they supported remote play

30:14

it it would not have been the same

30:15

experience but having somebody next to

30:17

you where you can interact and you feel

30:19

their energy somehow right and you

30:21

interacted with each other on that

30:22

energy level it's it's irreplaceable um

30:25

that same company who made it takes 2

30:28

came out with split fiction which is

30:30

also a tremendous game I I think it's

30:33

probably my favorite game of all time,

30:35

but it also has couch play, which I

30:37

played through it the entire one with

30:38

the entire games, maybe 25 hours of

30:41

gameplay sitting next to somebody. But

30:43

that game does have remote play as well.

30:45

So, uh was a little disappointed in

30:47

that. Um I don't have an answer for

30:50

this, but I uh I mean, the more we can

30:53

bring people together in the same room,

30:54

again, the the better. Over here, I

30:56

built an arcade behind this door here.

30:58

arcade. I have uh two H2 overdrives,

31:00

three dirty drive-ins, two pinball

31:02

machines, and uh you know, a a PS5 where

31:06

we play split fiction and it takes two.

31:09

>> That's awesome. Uh I've noticed that

31:11

yeah the uh the neighborhood kids have

31:13

been starting to come by you know a lot

31:15

more playing together and uh it's a

31:18

really good thing you know but yeah too

31:20

you know too much I see them on their

31:22

phones and uh you know just playing in

31:25

isolation u physically and I don't think

31:29

that's a good direction person. I know

31:30

it's a controversial thing to say, but I

31:32

I do feel this it is an issue and I

31:35

don't see that ever changing

31:39

unfortunately.

31:41

>> Yeah. I think I mean it's it's it's it's

31:43

got to reach a reach a breaking point. I

31:46

mean there's it's up to the individual.

31:47

You can uh I really try to uh limit the

31:50

time of my kids and try to try to limit

31:53

my own especially on social media. It's

31:56

very uh I guess I don't know. It's soul

31:59

crushing when you're when you're

32:01

scrolling through and seeing fight

32:03

videos and random junk that's being

32:05

pushed to to the feed.

32:07

>> The comments the comments are all

32:08

terrible

32:08

>> and the comments are tell people

32:10

fighting and hiding behind uh the fake

32:13

screen names. I mean the worst of

32:15

humanity comes out just trying to

32:16

destroy each other and it's very

32:18

draining whereas when you're playing a

32:21

game in person it's very recharging.

32:23

It's very I mean we are social

32:25

>> that's a great way of putting it.

32:26

>> Yeah. And it's and I think uh I think

32:28

people are starting to realize that but

32:31

it takes it takes discipline. I I I I

32:35

would love to see more social games come

32:36

out and more people focused on it. It's

32:38

good good seeing a resurgence in uh

32:40

arcades and stuff like that. There are

32:42

some coming back. I've got a friend that

32:44

started one in Northern California that

32:46

uh that that actually has he's got four

32:48

Hydro Thunders.

32:50

>> No kidding. Right.

32:51

>> Yeah. And it's always packed. It's

32:53

really it's really cool to see. There's

32:55

another one that's that they're

32:56

remodeling uh that somebody else is

32:58

opening up nearby and and it's it's it's

33:01

kind of coming back. I just don't know

33:04

past my generation. It's coming back

33:06

because because we're we're all still

33:08

around, but another 30, 40 years, will

33:12

that continue? I I I really doubt this

33:14

younger generation will have a have too

33:16

much of an interest in in in hanging out

33:19

at the arcade and they just don't have

33:21

the nostalgia for it. So, but it it is

33:24

important for people to get together, be

33:26

in person and and take a break once in a

33:29

while from from the tech or or take a

33:32

break from just one one from individual

33:34

games and play with a friend. So, yeah,

33:37

wanted wanted to ask you last question.

33:38

What what are your plans for the future?

33:42

>> Uh, you know, I don't see video game

33:44

development in my future. I've done that

33:45

for 31 years uh professionally and

33:47

before that just on my own. Uh right now

33:50

I'm just uh I'm just trying to learn new

33:52

things. For example, I got into 3D

33:53

printing. I never knew anything about 3D

33:55

printing. Never had the time to do it.

33:57

And I've uh I've connected with a local

33:59

maker space here and learned all about

34:01

3D printing and taught myself Fusion

34:03

360. There's a ton of YouTube videos.

34:06

Fusion 360 is a modeling software and uh

34:08

was able to to make some really I think

34:11

u gratifying designs that were were 3D

34:14

printed through through you know a lot

34:16

of improvement trial and error and uh

34:18

improvements that way. Uh and recently I

34:21

got into extending Fusion 360 through

34:23

Python. You can create these add-ins and

34:26

I need a specific addin and uh it didn't

34:28

exist the way I wanted to or needed to

34:30

exist. So I I learned that whole world.

34:32

So yeah just you know branching off

34:34

doing different things. I don't I don't

34:36

uh you know don't plan on starting any

34:39

more companies uh or you know adding

34:44

more stress to my life.

34:45

>> Enjoying life. Enjoying the the less

34:47

stress. Yeah, you've earned it. So,

34:50

well, thank you very much for joining

34:51

me. It

34:52

>> was a pleasure, Jesse.

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