With E3 just around the corner, we want you to get to know the team that will be there! Today we are highlighting our Lead Programmer, Joe Sorgea and Lead Artist, Rhianna Guptill.
What was the most fun in creating your game?
Joe- I think the most fun in creating this game was coming into class every day and joking around with my teammates and the other project members while working on the game. It's not the most productive environment but it certainly was less stressful and more relaxed than a professional environment and I'm glad I got to experience that.
Rhianna- I worked on a previous year's capstone with a different professor. It's always really fun getting to know a new team and learning how they operate. Each year I did this I learned so much, and the games I created ended up being so different. We won awards and competitions for both of my capstone games, and its great to see how everyone grows and how happy they are to see their games take off!
What are you hoping people take away from trying out your game at E3?
Joe- I hope that people trying out our game at E3 give us great feedback. We're always looking for outside feedback and we take it very seriously, because if people aren't having fun playing our game, we want to fix that. We've gotten great input from players at GDC and university-sponsored events in the past, and I'm looking forward to what people have to say on the floor at E3. I also want this experience to help build a following for Starcats. We noticed that a lot of people who have played our game have asked when it will be available on Steam, Itch.io, etc and so we want to involve these players in our development process and keep them updated on our progress.
Rhianna-I guess just experience. I've never done something like this before, i don't think any of us have. This is brand new to the entire school, and I'm sure we're all going to leave having learned a lot about the industry and ourselves too.
What was the most rewarding part for you in being apart of creating Starcats?
Joe- I think the most rewarding part of creating Starcats is seeing all of our hard work come together. When you work on small pieces of a large project, there's a lot of things you never see, or you see them out of context. But when you play the game, and you see all the pieces fall into place, it's a really wonderful feeling.
Rhianna- I was the person who created the cats for the game, that was one of my big tasks since I want to be a character concept artist. Its been really rewarding watching them become the face of our game in a way. So many people just see a cat in a space suit and their interest is peaked towards the game.
What was the most challenging aspect of being apart of the creation of this game?
Joe- I think the most challenging part of creating this game is leading the programming team. I know a lot about programming, but not so much about leading! Usually things go smoothly, but there are so many moving parts, especially considering we have to work with every other team and communicate properly to get things done on time. It's something I haven't fully adjusted to yet, but our producer, Quentin, keeps all of us on track and sets a good example.
Rhianna- As the art lead its always challenging to have so many artists with so many different styles to get together and create a game with a cohesive style. It was a bit rough on everyone for a while, we had to scrap and redo a lot of the art before it reached the final version it is in the game right now.
Which character do you like the most?
Joe-I like RealCat™ the most, because the idea that someone out there manufactured a cat robot and that robot still needs a helmet and suit to fit in with the other cats is rather silly. Fido, the fish bowl cat, is a close second.
Rhianna- My favorite is Patches. The one with the eye patch. He was the first character I made when we were still joking around with the idea of having space pirates for characters, and he just kinda stuck.
Come meet Joe and Rhianna with the rest of the team at E3 in South Hall booth 2823.