Current post: Introducing: Cesco Homminga, game developer

cesco_headshot

It might be realistic to make a system for tying your shoelaces taking in account the benefits that different knots have, but as a player it wouldn’t add to the fun of the game.”

I’m a music teacher and a jazz pianist, but also a fanatic Game Master in several different tabletop RPG’s. Music and roleplaying have been my two major hobbies for at least 5 years now, and when Blue Falcon came together I counted myself lucky to be able to make jobs out of both my hobbies. At Blue Falcon I’m game developer, which means that the ideas and concepts everyone (including myself) comes up with, I have to turn into a working system. Everyone provides thousands of puzzle pieces, I pick the best and make them fit together.”

How did you come to work on “The Coalition”?
Well, about 4 years ago I met Logan, and he told me about this world he thought up, “The Coalition”. I immediately was excited, and told him “let’s make a game out of this”. Of course that didn’t really work with just the two of us, so we got a group of like-minded people together to actually make a game out of this. And now, we’re making a game!

What’s it like working at Blue Falcon?
It’s weird, in a very good way. We’re all friends, so there’s a really good vibe in the office. In the beginning we all had to adjust to the fact that we’re now colleagues instead of friends, but I think everyone gets that now, that’s good.

From what you can discuss what is the coolest thing you’ve worked on so far?
I think the coolest moment on the process so far was when we finished the first draft and tested it. It’s really rewarding to see people play and enjoy the game you’ve been working on for so long.

What are you most excited about working on in the future?
Definitely the next playtests. I have a lot of feedback from the first sessions, which I’ll use to improve the game. I’m curious how the second version is gonna do!

With what kind of unique challenges and rewards does your position provide you?
As a game master, making my own game system is rewarding in itself. I’ve played several different systems, and in all of them there’s things I like and things I think don’t work so well. Now, i can make my own rules, and thus create a system in which I like everything! The biggest challenges are to keep everything balanced, and to make sure that the rules stay as simple as they can be, while making sure the mechanics stay intact.

Tell me about your process of turning complex and abstract concepts into concrete mechanics.
First of all, we try to have as few complex and abstract concepts as possible to begin with. We try to keep it as simple as possible, while keeping the mechanics as realistic as possible. Every time we create a new system we constantly try to balance game-play simplicity with realism.It might be realistic to make a system for tying your shoelaces taking in account the benefits that different knots have, but as a player it wouldn’t add to the fun of the game.

How have your game-play ideas changed over time?
It has changed a lot so far, and it will probably change a lot more in the future. A couple of basic systems have been in place for a while now, but if we find out that they don’t work as we thought they would, then we’ll have to change them too. Nothing is definitive at this point, everything is possible.

One response to “Introducing: Cesco Homminga, game developer”

  1. Gert FlorisgGert says:

    Nice

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