The Indie Game Magazine May 2014 | Issue 37 | Page 14

OSCAR Interview Interview w/ Josh Long Luke Siuty When we hear of success stories, it’s often the case that unknown indie developers catapult themselves to front pages, stepping into the gates of some renowned AAA studio. It’s then even more astounding that Josh Long, a pro-gamer-turned-developer extraordinaire, forsook his career at places like Relic Entertainment to turn to independent game development. We got the chance to chat about his past, why he left the AAA industry, and what’s it been like to work on Oscar, a project devoted to exploring emotionally mature experiences. IGM: How and why did you get into pro gaming in the first place? Josh Long: Both good questions. How was more a matter of timing; in 2004 the World Cyber Games declared the game I had been playing daily a competition event. Initially I didn’t think much of it, but for a brief window of a couple years I had been much deeper in my commitment to one game, down to leading a clan, entering us in tournaments, training players etc.. To be clear, I’d never done any of those things before; I was just any other gamer who happened to really like one game. Anyways, someone brought up that I should compete at WCG and while at first I was hesitant, it occurred to me: What’s the worst that could happen? I decided to give it a shot and several escalating events later, I won the Canadian nationals and went on to represent Canada for a couple years at WCG events. To elaborate on why I decided to do it though, I’d honestly say it was mostly for the travel. Going to events and spending time with people from dozens of different countries was a life-changing experience. Meeting elite gamers who could be a bit brash online and discovering they were all pretty nice guys was a pleasant surprise; I remember every match, trip and competitor very clearly. On that note, it was amazing to meet so many famous professionals, especially Koreans whose stardom was almost mythical to me at the time. It’s also neat to see some familiar competitors move on to compete in more famous games like Starcraft and LoL; I can say “Hey! I played against that guy!” (And hopefully I had a winning record haha). IGM: What particular things in today’s AAA video game industry bother you? Which issues would you like to see addressed more? Josh: Today’s AAA industry has brought about a lot of good, but having spent time as a peon, lead multiplayer designer on an 8 figure budget, pro gamer, and design mentor at a game design school, I feel my perspective has shown me a few issues I’d like to focus my career on addressing. To name them at the tail end of things, in no particular order they are: Overtime, lack of interesting projects, and job stability. I