Acey Video Game Creator - A Fight For the Future
Acey a dedicated Indie game creator shares his journey, and his beliefs of future gaming. Dive into his mind and find out the process of his creativity. You can only trust the insight of someone who has truly became a pioneer of the indie gaming engine mugen.
The official Interview Exclusive To Viral Voice.
(Free Download Inside)
#1 Who is Acey?
I’m one of the
administrators of the Infinity M.U.G.E.N Team, a group of gamers who develop
content to be used with the M.U.G.E.N game engine. I’m the longest serving,
active administrator for the website, forum and wiki. I also create characters
for M.U.G.E.N and head up the development of fighting games made with the
engine. Outside of the M.U.G.E.N community I’m just a normal Joe with awesome
kids and an awesome spouse. I recently finished my Master’s Degree, I’m
gainfully employed and I play jazz and classical saxophone.
#2 How do you feel about the current state of gaming, better now
or better then?
Gaming is always getting
better. The games are improving, new concepts are being established, and
everything is getting streamlined and yet more complicated at the same time. I’m
really impressed with the bunk of 1st and 3rd person 3d
games and the ability of the developers to tell a story and bring the player
along for the ride. In many ways books were swallowed by movies and movies were
swallowed up by video games. And the great thing is that Video Games are not
limited to 2 hours in order to maintain our attention. Don’t get me wrong
though, I love books and I’m an avid reader but when you have Skyward Sword
then it’s the best of both worlds. Conversely, it’s easy to reference any given
time or scenario that was a low point in the swiftly improving industry but the
fact of the matter is that everything is getting better all the time and if
anything goes off track then people won’t spend money on it, which will force
the game companies to find where the right track is. The existence of the video
game industry is a constant witness that life is pretty ok, even when it’s not.
I really have a lot of
respect for Nintendo because they have historically been creating the next big
thing and not copying someone else’s big idea. I think everyone recognizes
Nintendo’s impact on game controllers. The NES controller had a revolutionary 4
buttons and d-pad, the SNES controller added buttons on the top of the
controller, the N64 controller combined the d-pad with a joy stick on the same
controller and now Nintendo has the first successful motion remote control.
Nintendo has kept a step ahead with their business strategy too. For years
Nintendo and Sega fought about speed, size and graphics then Sony and Microsoft
stepped into the console market trying to compete on the same level. While Sony
and Microsoft were fighting to be the first to market with the new next gen
system (bringing us the red-ring of death and the $500.00 console) Nintendo
stepped back from the bigger, better system and hit a home run with the real
“family computer” called the Wii. Now I have an Xbox 360 Slim and I’m looking
forward to the launch of the Wii U where Nintendo is adding a tablet
controller. Some people may not know yet that Microsoft recently released an
app that turns almost any tablet or smart phone into a tablet controller for
their system. So if you have a $500 - $800 iPad to go with your marked down
$200.00 Xbox 360 along with the Kinect for another $100.00 then for minimum of
$800.00 you have a product that competes with the Nintendo Wii U, only with
less power and graphic capabilities. You still can’t play Xbox 360 games on the
app though and this is the problem with a company trying to copy the ideas of
another, they miss the mark and waste the time they could have spent developing
something of their own. Some companies get it, some don’t, Nintendo does.
#3 What is your process? Like, how do you start the creation process on your M.U.G.E.N
characters?
It starts with an idea,
and I’m very sentimental. I enjoy making character with whom I am already emotionally
invested in. That’s why I don’t make original content for the game engine such
as a brand new super hero I invented. I’m not invested in such a character and
no one else is either. When I pull from pop culture then I get to present my
take on something that most everyone else is always interested in. So I tend to
make Marvel comic characters.
There are times that I
ended up helping a friend with something they’re working on or completely
taking something over and making it my own. Both Arthur from Ghosts n’ Ghouls
and Captain Marvel came to be because Infinity advertised these characters as
they were in development then the authors, for which ever reasons, moved on and
I took it over, and in the case of Arthur from scratch. Actually there has been
a long history of people starting something then just never getting around to
finishing it. I deal with that constantly but I also know to expect it in the
first place so I plan with the possibility in mind. Especially when you’re
putting together a full game project, you end up dependent on certain pieces
and if you’re not willing to jump in and get it done then you might not want to
find yourself leading a project in the first place. When a project is first
started it’s all fun but inevitably there is a point when it’s just not fun
anymore and the only fun left to be had is the payoff of a finished game that
you can share with your friends.
Really it’s all about
just doing what you want. “Mugen” in Japanese means “Infinity” and I consider
this a hobby of infinite possibilities. I almost always make my own graphics to
use in the characters but when I don’t I end up making heavy edits to the
graphics originally made by a professional game company. I consider myself an
exceptional programmer but my real talent lies in making graphics. The best
experience I have with M.U.G.E.N is when I can create completely new graphics
that serve a specific purpose in the game play of the character. The game play
is really key to a finished product so I make most of my decisions with this in
mind. Honestly you can have the ugliest looking graphic work tied with a great
play experience and it’s all worth it, but since I can make graphics I make it
a point to do so. In fact I have even taken to designing many animations out on
paper first then recreate the moves from there. This is rare to find in
M.U.G.E.N since so many authors depend on an established base of premade
graphic to build their characters off of.
I used to make characters
with much more of a Super Street Fighter II style to them with small, well
timed links and a focus on the use of the special moves. Even with newer
aspects such as air blocking and super jumps thrown in there my focus was on a
much older model of game play. Especially when working on a Marvel vs. Capcom
style project this would be a real disadvantage to the characters I worked on.
More recently I have really refocused on cancelling and extending combos in a
variety of game situations and the payout has been bigger for my own enjoyment
of the game.
#4 How do you feel being one of the lasting M.U.G.E.N sites?
In the product life of M.U.G.E.N
Infinity was actually late to the game. Most other forums had been open for
years already and they had their own followings. We were able to find a niche
and this was to put more concern on the forum users than our own individual
egos. The administrative team had personal experiences at other forums where
new users were looked down upon and this really was the main reason for
starting a new forum at the time. As the website was established it became much
more of a team feeling than any one individual trying to become popular. So now
we’re the second largest forum and the top provider of original content.
There is no doubt that
along the way there was great effort put into killing Infinity by outside
parties. When it was a brand new free forum we got closed down three times in
the first 3 months because people from other communities would file complaints
that were just fabrications. It was in the middle of all of this that I first
found Infinity. At the time free forums were really young on the internet and
we learned quickly that the owners would close anything down without really
investigating the claims. By the third “rebirth” we had started working on a full
M.U.G.E.N based game projects so www.infinityM.U.G.E.Nteam.com was purchased in
November of 2006 in order to facilitate our initial download content release
schedule. You’ll see the effects of this history reflected within the walls of
Infinity today. There is a lot of encouragement that goes on from the older,
more established community members towards anyone who is interested and puts
the time into making content that they themselves can share. So personally I
feel vindicated and proud of all we went through to get where we are today.
We’ve outlived the trolls.
#5 When exactly did infinitymugenteam.com establish and how has the road been?
Infinity was started in
2006. Back then M.U.G.E.N was an abandoned game engine. A lot of the hype
surrounding it was dying out yet new people were still discovering the software
each and every day. The community that was built up around content development
was a fairly exclusive group of individuals. A lot of people were aliened and
Infinity grew out of this. Up until 2012 the forum required a person to
register in order to even view any of the content. Because of this we grew
really quickly and now we have over 30,000 registered accounts. Now all the
content of the forum is open to the public to see and registration is only
required if someone wants to post comments or talk about their own
developments.
As far as content goes
Infinity has developed some concepts that are now common place. Amongst some of
those included the first release party, the first community developed
character, the process of creating a smart palette and to date the only Marvel comic
related projects that have been completed and released.
Smart Palette Concept,
2007:
I feel Infinity’s
greatest accomplishment is the overarching change in the community. There was a
time when going around calling everything “crap” was just common practice and we
used to be mocked for encouraging others and parodied as the “+1 good job”
forum. A lot of new content authors were discouraged because of this type of
attitude. It was as if praise and feedback were not allowed to go together. I
feel that we have had a very strong impact on this phenomenon and it shows
throughout the entire community and not just at Infinity now.
#6 Is M.U.G.E.N Dead?
No and Yes. M.U.G.E.N is
perfectly alive to the 100,000 people that use it. It’s certainly alive to me
and I use it to the fullest capacity with a community of gamers who share the
experience with me. On the other hand it never really came alive. M.U.G.E.N was
dropped before it was ever completed and even now with a new Elecbyte team
developing it with an official M.U.G.E.N 1.0 release, it’s not recognized by
most gamers. It’s a free download but it still is used by less people than any
of the gaming industry’s most mediocre selling games. The only marketing that
exists is Youtube and often you’ll find the worst of M.U.G.E.N there too.
#7 How do you feel about the unwritten rule of M.U.G.E.N? By this
I mean editing other author’s characters and re-releasing them.
A large part of playing M.U.G.E.N
is being part of a community, whether you’re creating content, making videos or
just talking about your experiences. Fighting games as a whole depends on a
community to grow and sustain interest in a game and the smaller world of M.U.G.E.N
is no different. The entire concept of “community rules” is something that I personally
support. Essentially, the people who put the most time into the community are
the people who are making stuff in the first place. It takes a serious time
commitment to make content for the engine and without these people making stuff
then there would literally be no game to play. It is in the best interest of
the entire community to respect the wishes of the people who are making this
stuff and have enough respect to not, metaphorically speaking, add a mustache
to a drawing then publish it as if it’s one’s own work. On the other hand,
there are groups of creators who just don’t mind if you change and re-release
their stuff. The point is that if you want to change someone’s work either talk
with the original author or keep it to yourself.
#8 Was your knowledge from programming self-taught?
Programming in the M.U.G.E.N
game engine was self-taught but the developers of the engine, Elecbyte, made it
so that anyone can learn how to do it. So it’s no big deal that I’m
self-taught. At Infinity we also work hard to offer the tools and help
necessary so that anyone else can join in on the programming because the
greatest feature of M.U.G.E.N is the ability to customize the game.
When I first started
figuring this crazy game out I made a lot of mistakes. The first character I
programmed was an early version of Snake Eyes and only a day before I intended
to release him it turned out that I had incorrectly numbered an entire set off
necessary sprites (other M.U.G.E.N. programmers might recognize if I said the
Get Hit sprites). Fortunately working within a team someone else with some
programming experience brought this to my attention before I ever released the
character. Mistakes will happen and as a programmer there is always room to
grow so it’s just a matter of sticking with it.
#9 How do you feel about the other Big M.U.G.E.N sites and competition?
Sometimes I feel it is tension.
Each forum is always
trying to be the biggest and the best. Some have historically treat it like a
political race where the only way to win is to do some mudslinging. IMT has
always made it a policy to take the high road and we’ve lost some people along
the way because we don’t go out there and actively fight on that battle ground.
We let our actions speak for us and that takes an investment by an individual
in the first place to actually visit the forum and download the content.
Honestly with so many other forums long dead or dying the tension that once
existed has died with them.
Infinity has a very
simple recipe for success. Create the best content we are capable of, staff the
most level headed contributors and treat everyone with respect. I don’t mind
sharing this secret recipe because I would love to see everyone use it but I
still don’t know anyone else who does all three. It’s funny too because there
have been many forums who try a model based on what they experienced at IMT but
they take away the wrong lessons. For example, Infinity was the first M.U.G.E.N
forum to have a “release party”, where we shared a lot of new content in a
short time period. Soon there-after it was almost like a contest to see who
could have the best release party. The problem was that the release party was
never a key to success; it was simply a product of success. So we ended up
seeing many examples where a forced release party turned into a “look at us”
party or even worse, “look at what we might do someday” party.
#10 What game are you currently playing and what do you look forward too?
In my eyes there are two
types of games worth talking about, the “good book” video games where you play
through it once and then you’re done with it and then there are the “musical
instrument” video games where it takes serious time to develop your skill level
within the game. Anything else would fall into the “party games” category or “just
killing time” category. So right now I have two “musical instrument” games that
I’m willing to put the time into. Those are Ultimate Marvel vs. Capcom 3 and
Super Street Fighter IV AE 2012. Each of these games takes a different set of
skills within the same genre. I would like to branch out to more fighting games
like KoF XIII and Skull girls but I’m just not ready for the time commitment.
As for the “good book”
games I’m eagerly anticipating DMC. It
looks amazing and different to me. I don’t care that it’s a reboot because I
was never emotionally invested in Devil May Cry the first place. I’m also
looking forward to Remember Me.
Because of my infatuation with fighting games I end up paying extra attention
to Capcom. I have mixed feelings here because Capcom is really doing a great
job creating a large library of unique games but with their history of locking
essential game elements in order to charge more money in the future has really
rubbed me the wrong way. I’m all for DLC that expands the game experience such
as the Catwoman DLC with Arkham City but it’s not like Rocksteady Studios
locked up the batarang as DLC. That is essentially what Capcom did do in
locking disk characters in a fighting game because fighting as or against any
of these DLC opponents is key to besting the game and other players.
Although I have a strong
history in FPS I don’t play them much anymore. This is in part because I’m a
parent with young kids and second because of the time involved to get decent at
each game is more than I’m willing to give at this time.
#11 What would you say to the future generation of M.U.G.E.N creators?
The same advice I give everyone,
“Just get started and you’ll figure it out along the way.” The only secret to M.U.G.E.N
is being persistent or in my case, obsessive. Also, read the M.U.G.E.N
documents that Elecbyte has provided, and not just in the beginning of the
creating either. If someone plans to be in this hobby for a while then go read
those documents every 6 months or at least once a year because there will
always be something that you didn’t quite get earlier than you are more
prepared to understand after more experience. At Infinity we’ve put a lot of
time into making really thoughtful and useful tutorials to help people who want
to create content but nothing is better than just getting in there and doing it
and the actual documents are the best resource.
Also, make sure that
you’re using Mugen 1.0 rather than the older beta of WinMugen. Mugen 1.0 is a
stable build of the engine, fully supported, backwards compatible with more
features than ever before. Mugen 1.0 only came out in January of 2011 so there
are still some people who just haven’t switch but newer content just doesn’t
work with the older beta version.
Lastly, the best tool for
developing content is Fighter Factory by VirtuallTek. All you need to do is
open any character in that software and start looking around and you’ll get a
great idea of what’s going on.
#12 Do you have a game, where the people of viral voice could download?
The most recently released
fighting game we developed was X-Men: Second Coming (XSC). It was based on the
comic events of the same name. It can be found at the following link:
This one has an
interesting story behind its creation because it was a collaboration. The core
Infinity team was talking about how it would be great to make an X-Men game
since we had some many X-Men characters developed for M.U.G.E.N already. We
decided to move forward to make a sequel to Capcom’s X-Men: Children of the
Atom as a fan project. There was another group out there called Project X that
had died and resurrected more times than Jean Grey and was currently being run
by a friend, X-Fields. We talked and decided it would be cool to collaborate on
a game. Then in the meantime while I was working to finish up the Marvel vs.
Capcom project and get the Mega Man project on the road another friend, ZVitor
came on board with Project X and began running with it making new content. Once
he decided to make Bastion as the end boss I suggested we form the game into
the plot of Marvel’s Messiah Complex, Messiah War and Second Coming story
lines. From there a lot of the work for me was to fill the holes in the roster
to match the story, thus we got Cable with Hope, green suit Rogue, Astonishing Beast
and more. I think it’s no secret that the true power behind XSC was ZVitor, he
helped us get JetThePhoenix involved to add smart palettes to many of the
roster, ZVitor made 10 of the roster characters himself, 2 bonus stages and the
end boss. Having worked with ZVitor with the Marvel vs. Capcom project I
already knew that he was just as obsessive as I was, but the work with Project
X was just over the top amazing. That’s not to say that it wasn’t a team effort
too, Project X was staffed with a really good team who brought a lot into the
project.
Even though we tend to
focus on single full game projects the best part about M.U.G.E.N is that you
can download any number of thousands of content developed and released over the
course of the years and make whichever battles you’d wish to see. I have my own
generic M.U.G.E.N with a personalized skin filled with thousands of fighters
from a large library of games. Playing through that game with some of my
favorite characters is like having a fighting game marathon without having to
switch the cartridge every round.
#13 Whats next for Acey?
Right now I’m spending a
lot of time working on Avengers vs. X-Men, a sequel to XSC. This is an
opportunity to bring a slew of new characters to a Marvel fighting game
including Scarlet Witch, Red Hulk and the new Colossus with Juggernaut’s helmet.
We also get to take old favorites originally developed into a fighting game by
Capcom such as Iron Man and Cyclops and give them a new twist. Again, I’m
working closely with ZVitor on this as well but we also have some newer blood
such as HyperSonic, Arkady and we have the
legendary Loganir on board as well. Those who are not as familiar with M.U.G.E.N
may not know but Loganir was on of the first major content creators for the
game engine and is most well known for his Wonder Woman and Thor characters. His
work is very polished, he is highly regarded and I’m very happy to be working
with him.
With over 30,000 registered members for his site, countless hours of work, numerous free releases. Acey truly deserves the attention he's given. With mugen engine on its lasting breath, with the continued support of creators of such, it may have a future among the giants. Time will only tell.
9 comments
.BR???? Esse site é brasileiro?
....
Nice job on MUGEN all this years Acey, still doing what you do best!
Such a great Interview Acey. you mean alot to the community
WHERE IS THE DOWNLOAD AT?
Nice interview Acey!!!
never mind i found it. mugen cant be played on your ps3 tho?
"http://projectx.infinitymugenteam.com/"
Thanks Again to Acey For the Interview
cool interview
Great interview Acey!
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