“Thanks for the fix. Love the game. What else do you guys have that’s this good?”
-a happy customer of Jumping Jackabee
It’s this kind of stuff that really makes our world go ’round. When we decided to make games we wanted to make stuff that was beautiful, fun to play, and most of all something that left an impact on our gamers. It can be a bumpy road making a game, we’ve had our glitches and bugs just like the best of ’em. Thank you fans, we’ve got some good stuff in the works and we appreciate all the patience and love you are giving us.
Andrew Tavis is the super smart, super amazing programer of our latest game Match-Match and we sat down with him this weekend because we wanted to let the kingdom know a little more about the man behind the code:
One Sock Prince (OSP): What was it like to program Match-Match?
Andrew Tavis (AT): It’s one of the first games that I worked on, so it was fun. I came from a web-programming background, so translating that knowledge into a game was a fun challenge.
OSP: Where did you grow up and what got your brain into all that cool tech-y smartness that you have?
AT: I grew up in Austin. My dad had a business building PC clones when I was growing up, so I’ve always been comfortable around computers.
OSP: What are your favorite games to play?
AT: Nowadays it’s mostly iPhone / casual games like Words w/ Friends. Though a couple older favorites are Super Mario World and Final Fantasy 7.
OSP: Is making a facebook app hard? Any hoops you had to jump through?
AT: Not very hard once you figure out their eco-system. Getting the app working for users while it is unpublished and not open to the public is a bit of a chore, but they’ve improved it recently. The biggest challenge with HTML5 games is something that web-developers have been dealing with for a long time, and that’s cross-browser compatibility. Luckily there are some good engines out there that tackle a lot of that for you.
OSP: Because you programed it do you think you should get to play? (I mean you are just too good at the game)
AT: Ha ha, I promise I play fair (even though I’ve been accused of otherwise). The only advantage I have is one that goes to anyone who plays the game a lot. The more you play, the more gold you’ll earn, so you’ll be able to buy more power-ups and make better plays.
OSP: Anything else you want to tell us about yourself? (long walks on the beach? you like the color yellow?)
AT: I play drums and produce music in my spare time.
OSP: Any advice you got for anyone out there in the cyber webs?
AT: I was given 3 pieces of advice from an army ranger one time: 1) Don’t get lost. 2) Always look cool. 3) If you get lost, make sure you look cool.
Well thanks Andrew! All great advice. Luckily as a One Sock Prince I pretty much look cool all the time. Now to play some more Match-Match (one day I’ll beat you Andrew!!!)
-One Sock Prince
Hi all! Michael Piper here with an interview with one of the heads of One Sock Prince, Peter Apgar:
What inspired you guys to start One Sock Prince?
We want to make the games we want to play. Before the company, we spent many years making things cool. We wanted to transition over to make cool things, unfettered by client’s request.
What makes you an “Indie game studio”?
A lack of funding first and foremost. Most game studios that make big titles are associated with a publisher, companies like Valve, Nintendo, or EA. We don’t have the backing of such a publisher. This isn’t a bad thing, there are trade offs between being attached to a big name publisher like EA or doing it all by yourself. The advantage for us is we can still make very cool things, but retain our own creative control.
What sort of products are you wanting to produce?
Artistic Games that inspire us. We are a collection of art geeks, and so we want to make games that play to our strengths. Games are a chance to not just passively look and appreciate art, but to play and involve yourself with art.
What sort of challenges did you face in creating and maintaining the studio?
Stabilizing the work flow is our big challenge. A totally natural production on a project would allow for you to stop, examine issues, and change your mind on key ideas. When you are dealing with multiple projects at a time it can get pretty confusing.
Why a name like “One Sock Prince”?
It all started a couple years ago as a joke between friends. Our dog liked to steal socks and we decreed that Noki Dojo was a bandit of socks. Which left me a ‘One Sock Prince’ because even as the ruler of my domain I was always missing a sock.
Are there any games that hold a strong nostalgia for you?
A lot of us are from the Super Nintendo era of games. So a lot of our games have been inspired from them.