Industry Interview: Britney Brimhall, Himalaya Studios

Interview
By Alex Raymond

This month I’m thrilled to bring you an interview with Britney K. Brimhall of Himalaya Studios, otherwise known as Anonymous Game Developer #1 of AGD Interactive. The road to independent game publishing is not an easy one, but Britney and her team pulled through. Read on to find out how; I hope you find her story as inspiring as I have.

Alex Raymond: How long have you been into gaming?

Britney Brimhall: Thanks to my entrepreneur/programmer dad, I grew up with five computers in the house, and a family amusement park and arcade at my disposal–it was the family business! So, I was introduced to gaming when I was born. He thought my middle sister would grow up to be a computer programmer, so he bought her a Commodore VIC-20 to encourage her. She and I would play games like Mousetrap together–I must have been only a few years old!

We evolved over time and upgraded to a more advanced computer, as well as all the Nintendo consoles. It was serious business in my household–my sisters and I were very competitive at games like Super Mario Bros. and Street Fighter II.

At our family arcade, we had access to all the arcade classics, and had unlimited tokens. I remember the game Rampage fondly.

By the time I was 7 or so, I’d also become hooked on Sierra games; it was my favorite pastime playing King’s Quest, Space Quest, Police Quest and The Black Cauldron with my dad. Even on vacations, he’d bring along a laptop, and we’d continue there.

When I was 9, my dad was diagnosed with cancer, and we even played games together while he was in the hospital. When he died 11 months later, I found myself comforted playing the same games we used to enjoy together.

By the time I was in my teens, the adventure/role-playing series, Quest for Glory, had become my favorite. I’d wait eagerly for the next installment to hit the game stores and would play for hours on end, alone or with friends. I was so obsessed with these games, I even dressed up as the Hero for Halloween and decorated my room like the Welcome Inn from the third game.

All in all, I’d say, I’ve been a gamer most of my life. I think the positive memories I had playing games with my dad and sisters inspired my career choice. Interestingly enough, my sister who got the computer became a nurse!

I’m interested in making a good game that I will be proud of and enjoy playing.

AR: The rising costs of commercial game development and distribution barriers have made it difficult for independent game developers to make a name for themselves, and most aspiring game developers seek jobs at established companies. What made you decide to go the indie route?

BB: Basically, I have to live true to myself. I enjoy a very certain type of adventure or adventure/role-playing game, and the big companies aren’t making them. Whereas established companies are interested in money, I’m interested in making a good game that I will be proud of and enjoy playing. Because our company is small, we can focus on creating games that we would like to play, which we know a neglected niche market enjoys playing as well.

Additionally, I enjoy development as much as I enjoy the business aspect. By running a small company, I can delve into the development process, creating artistic assets, while I’m also running a company simultaneously.

As for distribution, there are several companies that are sympathetic to the indie cause, and provide affordable options to make the games available to a wider audience.

Overall, I’d rather earn less money and make what I enjoy creating, than have a luxury car and create projects I don’t believe in and that don’t inspire me.

AR: How did your work at AGD Interactive inform your pursuits with Himalaya Studios? So many fan games get started, but few are ever finished. How did you ensure that AGDI wouldn’t suffer the same fate?

BB: I have been lucky to work with the most incredibly dedicated team at AGD Interactive; each and every member is passionate about game development, and it seems this passion has attracted like members. Even working on voluntary projects, our commitment level has exceeded that of most paid workers.

Over time, as we gained more skills, we naturally wanted to progress and create completely original games. Because we always treated AGD Interactive with the same commitment level as a for-profit company, our same tried and true team evolved quite easily into commercial game development.

AR: Himalaya’s first game, Al Emmo and the Lost Duchman’s Mine, is clearly influenced by classic Sierra adventure games. Are there any other genres or developers that influence your work?

BB: Some of my major heroes in life have been the developers of Sierra classics (like Lori and Corey Cole), Shigeru Miyamoto (developer of Zelda), Walt Disney and anyone who is passionate and/or pushes past his or her fears to accomplish the impossible or help others. I’ve also been touched by some literary works, specifically Jane Eyre by Charlotte Bronte, and a number of musical artists. I think all these people and works have somehow influenced me and my work. I’m certain each member of the development team has been inspired by outside influences, which in turn influences our work as well. Additionally, our life experiences have significantly contributed to content and themes in our work.

AR: Do you consider yourself a feminist? Can you tell me a little bit about how that impacts the way you approach your work?

BB: I don’t think so. The reason being, I’ve never personally felt different, unequal or held back based on gender. I am definitely supportive of more women entering fields that have previously been dominated by men, as I think it’s always optimal to follow your heart and do whatever you desire.

I’ve personally worked for the police, in private security, the gaming industry, in business, and consider myself an adventurer–these are all typically thought of as male pursuits, but have been awesome experiences for me, even as a female! I’ve always felt respected, appreciated and given fair chances–I think my hard work ethic and positive attitude have had a lot to do with acceptance on the job and enjoying my work environment.

I approach all my work in the same way–I always give 110% and only commit myself to pursuits I am passionate about.

AR: What do you think about gender-inclusive game design?

BB: Money has never been a factor that has brought me into game development; therefore, I’m not interested in making games that will attract a bigger market share. I am simply interested in making an enjoyable game that I would like to play. My teammates, most of which are male, have the same goal. Therefore, our games have been enjoyable to both males and females alike.

I feel that developers should just focus on what they are passionate about. There should really be all types of games–some that males prefer, some that females prefer, and also games that both genders enjoy. That way, people can choose what type of game they’d like to play depending on their mood. Just because guys usually don’t care for chick flicks doesn’t mean that girls should be denied them–there is a place for male and female specific games as well.

Of course, if the world is roughly 50% female and 50% male, making a game that each and every guy and girl can play will be more profitable–again, I’m not interested in profits though, so gender-inclusive game design is not something I often worry about. Although, naturally, our games usually do end up being gender-inclusive!

There should really be all types of games–some that males prefer, some that females prefer, and also games that both genders enjoy. That way, people can choose what type of game they’d like to play depending on their mood.

AR: Do you think the adventure genre is more open or appeals more to women in general than other game genres? Why or why not?

BB: I can only speak for myself, but being female (although not typical), other females might relate. I personally like adventure games because they are usually heavy on exploration, communication and character interaction, analyzing details, problem solving and have in depth stories–I think a lot of females would appreciate these elements. I think that a certain type of human enjoys these elements though, whether male or female–thinker types with a love for discovery will enjoy the genre!

AR: Do you see yourself or Himalaya as part of the greater gaming industry or community? What about the adventure game community in particular?

BB: Definitely–and this is because we took a stand, when nobody else would, to defend part of gaming history. When a genre nearly dropped off the face of the gaming map, we used our passion and commitment to remind people that it should not be forgotten. I think those efforts were respected and appreciated, and people have provided their support and acceptance because of this.

AR: Can you talk a little about Himalaya’s next project and the future direction of the company? Do you see Himalaya expanding to other genres?

BB: Currently, we have been focusing on finishing up a non-profit remake of the classic Sierra game Quest for Glory II over at AGD Interactive. That is maxing out all our resources at the moment! Once that is off our plate, we will continue on original content.

Behind the scenes at Himalaya, we have started initial work on a top secret project. It’s still early in the development stages, but we are utilizing some of the skills we developed working on Quest for Glory II to make this game an evolutionary step forward from our last. Please visit our official Himalaya Studios website to keep up to date on any news announcements regarding this future project!

When a genre nearly dropped off the face of the gaming map, we used our passion and commitment to remind people that it should not be forgotten.

AR: The Himalaya website describes your many roles on the development team, not only on the creative side but on the business, management, and technical aspects as well. Is there a particular role you enjoy the most? How do you handle the challenge of fulfilling all of those roles?

BB: Being a small indie team, we often have to wear many hats to get the job done. For instance, Chris (Himalaya President) may write massive amounts of code and spend ample amounts of time testing it, but he also creates animations, concept sketches, puzzles, dialogue, manages and motivates team members, makes website updates and more. Being Chairman & CEO, I’ve found myself in the same situation–we have to fill in where manpower is lacking. Luckily we’re jack-of-all-trade sorts and enjoy getting involved in different areas of the development process, although it can become exhausting at times spreading ourselves so thin.

IĆ­ve found tasks that I particularly enjoy are creating character concepts, making detailed character and background artwork, perfecting art assets, assisting with the more simple and tedious scripting duties, promoting and marketing the game and motivating the team. I also enjoy working within a team environment and being entrepreneurial as well.

As for handling the challenge of fulfilling so many roles, it’s just something we have to accept as indie game developers. If we don’t fulfill all these roles, the games will not be finished. Therefore, no excuses–we do what needs to be done to get the job done.

AR: What games have you played recently? How do you think newer games compare to classic graphic adventures?

BB: I’ve played a bit of Call of Duty 4, Rock Band, and Guitar Hero to name a few. I always have fun when I do and am impressed with the games. I unfortunately do not have as much time as I’d like to play, as I’m spending the vast majority of my time working. When I do have down time, I find myself still gravitating towards the classic games though–I feel that’s where the magic’s at. I feel newer games are a very visceral experience. They are so detailed, so realistic, so involved. Something I like about the classics is that they involved more imagination. I guess it’s similar to comparing books and blockbuster videos. Both have their place, but sometimes, I just want to sit back and enjoy a good book and use my own imagination and get lost in a world of fantasy.

AR: What is the biggest challenge you’ve faced as an independent game developer?

BB: I’d say, we have limited resources, yet are held to the same development standards as the larger companies who have much more significant budgets and resources. Yet, once an indie game is released, fans often expect to pay lower prices for an indie title–yet the amount of responsibility and work we’ve put into the release is enormous. There is a bit of a double standard, it seems, where people want an amazing product, but also want a great deal.

AR: What are you most passionate about as an independent game developer?

BB: Creating! I’ve always been passionate about initiating projects and creating what I envision. I like to dream up new worlds, make them reality, and create memorable experiences; I also love creating art and inspiring others to follow their own passions! Additionally, I enjoy supporting causes I believe in, and helping promote the adventure genre feels like a worthwhile endeavor.

AGD Interactive has just released their freeware remake of Quest for Glory II: Trial By Fire, on Britney’s birthday. It is available from their website. Himalaya Studios is currently at work on an as-yet unannounced original project.

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