Hello there Hiveswap and Homestuck fans, Ash here! Now, I know what you’re thinking: “What madness is this? Ash said there’d only be *one* Hiveswap development team interview per week going forward! And he said they would be on WEDNESDAYS! This isn’t a Wednesday!”
Right you are, and that’s exactly why surprises are so much fun! Now, last week I mentioned that the next interviewee would be our superstar UI designer and all-around graphics guy Tauhid. Our interview with him will still be going live this week on Thursday, so definitely look forward to that, but today we’ve got another talented team member in the hot seat: Tom Hunt, our lead programmer and the prime coding whiz in charge of things on the technical side of things! Take it away, Tom!
Introduce yourself to the fans! What is your specific role on the Hiveswap team?
Hi, I’m Tom. I make stuff in Unity, which is a cross-platform 3D game engine and editor that can make all kinds of things – including the very 2D game you’re here to read about! My company neocade and I are working freelance on Hiveswap, with me as the lead programmer. Mostly, I direct and coordinate the team of programmers and quality assurance (QA) testers that are putting this game together. Sometimes I also write code.
When and how did you get your start on the Hiveswap project?
Sometime late last year, I was looking for a gig. At the time, What Pumpkin Games was looking for an additional Unity programmer. A mutual business contact introduced us via email, and we went from there.
Tell us a little bit about your career background! How did you get your start in programming? Do you have any advice for others looking to enter this field?
I’ve been programming computers since I was a little kid. I got my first actual programming job about a month after graduating high school, and did that for a bit during breaks while I was in college. It wasn’t very exciting, had nothing to do with video games, and didn’t pay a whole lot, but it sure beat taping up boxes of hot dogs in a factory all day.
The only advice I can really give to someone looking to enter the video games field is to just start making video games. Game development tools are more readily available now than they’ve ever been.
Also make lots of friends, especially with people who can draw or write or anything. If you live near a city, there is probably at least one game dev meetup somewhere – go to those and meet people. Get over whatever shyness you have, because almost every game that ever gets made is the result of a lot of teamwork.
We’re making a video game, so of course the question must be asked: what’s your favorite game of all time?
I played the heck out of Super Metroid back in the day. There’s something about that game. I would do speedruns of it – so now, every time I go back and play it, it all just feels so fluid. There’s a fairly robust set of inputs mapped out in a way that makes sense to my fingers. The entire game itself is fairly tightly bounded – a complete playthrough can take less than 90 minutes – so in a way, this beautifully detailed, explorable world is also actually kind of respectful of my time (more so than, say, a game like Skyrim, which is almost always a multi-hour/day/week commitment).
What games are you playing currently (if any)?
To be perfectly honest, I have not been playing NEARLY enough video games lately. That being said, aside from Hiveswap, I am currently into little mobile action puzzlers that I can play on the bus. Super Hexagon and Desert Golf are great. Just tried Polyforge this morning, too; that was pretty fun.
A lot of my friends are playing Breath of the Wild. I really want to just go get a Switch and play that, but I’m afraid of that eating up my time like Skyrim did.
Are there any games that you currently use or have used as inspiration for your own programming work here on Hiveswap, or just in general?
Not really – I tend to look at each technical problem on its own merits. The creative side of things is all handled by the What Pumpkin folks. I don’t really get involved with that too much. I just work to make sure their vision is implemented, however that needs to be done.
Imagine you’ve been given an unlimited budget and time frame to make your dream game. Tell us (briefly!) about that game in terms of genre, style, platforms, etc. Is it an original game or a long-desired sequel to an existing game? Go crazy!
Given an unlimited budget and time to work on a “dream game,” I’d have to go with some kind of deeply-simulated, massively multiplayer VR thing.
What’s your workstation like?
As a programmer, I like my workstations to be fast, reliable, and quiet. I always max out the RAM on a new machine if I can, because disk thrashing is just annoying as all hell. I’ve been really digging M.2 drives lately. Also, having extra monitors is always nice.
Do you like to listen to any particular kinds of music while you work? If so, tell us about it!
Mostly instrumental electronic music. Sometimes I’ll throw on some classical. Video game soundtracks are usually a pretty good bet. I can’t listen to anything with spoken words in it, though – too distracting.
Do you have a personal message you’d like to relay to all the Homestuck and Hiveswap fans out there?
Thank you all for being so patient with this project!
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Thank you, Tom! Well folks, I hope you’ve enjoyed this week’s surprise bonus interview, and remember to check back on Thursday for yet another behind-the-scenes peek into Hiveswap’s development! As I teased last week, our very own Tauhid Bondia will be on hand to talk about his indispensable (my word, not his!) graphics and user interface design work on Hiveswap. See you then, everyone!