Proud to be Weyrd

> Play­ing games is fun, but is mak­ing them just as fun? The duo of Weyrd­works Stu­dio gives us a sneak peek be­hind the scenes

The Sun (Malaysia) - - YOUTH - SteamPuff. Su­per

Cor­po­ra­tion) – within three weeks. To cut a long story short, we won a grant to de­velop the game which con­vinced me to quit my job and I never looked back since. JT came in a few years later af­ter help­ing me out with one of my first games, Ve­loci­box,” said Beck.

Is it tough to be an in­die game de­vel­oper here in Malaysia? Do you get any sup­port from or­gan­i­sa­tions or gov­ern­ment bod­ies? Game de­vel­op­ment is hard, but it can also be very re­ward­ing and fun. We get an in­sane amount of sup­port from MDeC in terms of men­tor­ship, net­work, com­mu­nity and de­vel­op­ment fund­ing. Speak­ing of com­mu­nity, we ac­tu­ally have an ac­tive com­mu­nity of game de­vel­op­ers who meet up reg­u­larly for hackathons.

Has there ever been a time where ei­ther one of you felt like giv­ing up and go­ing back to work­ing nine to five? Not re­ally. We re­ally be­lieve in the work we do. Com­pla­cency does set in af­ter awhile of be­ing your own boss twenty-four seven, so we break the monotony with part-time work. Now, I’m a part-time game de­vel­op­ment lec­turer at KDU University Col­lege while JT free­lances by do­ing graphic de­sign and ad­ver­tis­ing work.

What’s the tough­est part of cre­at­ing a new game? This ap­plies uni­ver­sally to any­thing – the hard­est part about com­ing up with an idea is start­ing with a clean, blank slate. We usu­ally de­velop our best ideas dur­ing game jams or hackathons where we are re­quired to con­ceive a game pro­to­type around a set theme. Con­straints can breed cre­ativ­ity.

Name the best ex­pe­ri­ence you’ve had since the re­lease of

See­ing peo­ple come back for more at our show­case events; the laugh­ter, cries and screams when they play our game. The mul­ti­player op­tion is still the most pop­u­lar game mode in there.

Do you feel like there’s a fu­ture for game de­vel­op­ers in Malaysia? What would help grow the in­dus­try? Of course there is. There’s a lot of po­ten­tial here in Malaysia that re­mains un­tapped. The games mar­ket has al­ways been global and we’ve al­ready had a cou­ple of great suc­cesses that are pub­licly un­heard of. We have the ta­lent; we just need to make it known.

Fi­nally, what’s in the pipe­line for Weyrd­works Stu­dio? We’re work­ing on adding ex­tra con­tent for Su­per SteamPuff be­fore port­ing it to Steam. Af­ter which we’d most likely fo­cus on de­vel­op­ing more PC games. There are a cou­ple of ideas in the works but they’re not con­firmed yet so fans will just have to stay tuned.

Shawn Beck (left) and JT Yean are founders of Weyrd­works Stu­dio, in­die game de­vel­op­ers and self­pro­fessed no­mads.

Beck: “It’s harder to sell a game than a latte twice its price.”

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