In late 2001 NetDevil, a small independent developer, released Jumpgate: The Reconstruction, a unique take on a then young MMOG market. The game, which would earn a devout if relatively small following, centered on intense space combat in a massively multiplayer setting, though it would remain overshadowed by larger projects with bigger budgets. Now, NetDevil is looking to reinvent its own niche with a sequel to Jumpgate called Jumpgate: Evolution, a larger and more organized effort to finally make the property both a cult and bona fide hit. We sat down with Hermann Peterscheck, Lead Producer of Jumpgate: Evolution to find out how NetDevil is planning to elevate their game to the next level.
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The Escapist: So what’s the job of a producer on Jumpgate: Evolution?
Hermann Peterscheck: It’s kind of funny, the role of producer in the gaming industry is a lot like other roles in the gaming industry; it’s kind of loosely defined. Basically it’s managing the timeline and deliverables and budgeting. But also, interfacing between the different departments to make sure people are all moving in the same direction. My job is to make sure the game gets done.
TE: So how did you guys decide on a sequel to Jumpgate as opposed to a new expansion or property?
HP: The reality is that most game companies that are started, or at least the independent ones, are just started on vision and dog work. It’s a few people get together and they say, “hey, wouldn’t it be great if there were a game that did this, this, this and this?” And that’s really how Jumpgate was started. At that time the big game that was played was Air Warriors, but we were also big fans of Wing Commander and later on Tie Fighter, so Scott’s idea was always, “Imagine that scene at the end of Return of the Jedi where all the ships jump in and there’s the big fight around the Death Star, like I wanna play that!”




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