Having found the perfect artist, it was time to put him to work. I knew what the overall feel and impression of the game would be, but now I needed to clarify and communicate that to Steve. I wanted a game with truly ominous-looking characters, but without anyone requiring therapy after viewing them.
Once I'd made the decision to go with a physical game, I had to figure out how that differed from a computerized one and what new elements would be needed. While the overall premise of the game and the logic flow would be similar, the interface would definitely not be.
I'm often asked, "Where did you come up with this idea? What made you decide to create this game? How did you put all this together?" and similar questions. So it's fitting that this first blog post delve a bit into the history of Z Gate Crashers and how we got here.