Idwx chap 02

19
THE FIRST DECADE C H A P T E R 2 C O N T I N U I N G

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THE FIRST DECADE

C H A P T E R2

C O N T I N U I N G

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BradyGamesAs video games became more complex, a newcategory of publishing popped up–strategy guidesthat helped players navigate the games. In the late’90s there were two major players in the

video game strategy-guide market: Prima Games andBradyGames. IDW did work for both companies butthe founders wanted to establish a long-term contractwith one company.

After getting IDW set up and settled into their new

office space, the founders of IDW focused on lining

up steady work for the company. Three early clients

would help set the direction for the next several years.

19

__________________________________________________________________A selection of some of the strategy guides IDW worked on for BradyGames.

18

C H A P T E R

GAMES2

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BradyGamesAs video games became more complex, a newcategory of publishing popped up–strategy guidesthat helped players navigate the games. In the late’90s there were two major players in the

video game strategy-guide market: Prima Games andBradyGames. IDW did work for both companies butthe founders wanted to establish a long-term contractwith one company.

After getting IDW set up and settled into their new

office space, the founders of IDW focused on lining

up steady work for the company. Three early clients

would help set the direction for the next several years.

19

__________________________________________________________________A selection of some of the strategy guides IDW worked on for BradyGames.

18

C H A P T E R

GAMES2

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Adams remembers, “I was focused on figuringout a way to have regular cash flow, money thatwe could count on that would supplementthe individual projects we were doing. Krisand I had both worked on strategy guidesat WildStorm and we knew there was a lotof work available.

“In those days, all of us were playinggames and had a real affinity for this kind ofwork. The strategy guide publishers already hada pool of writers who were writing the guides so wedidn’t have much luck breaking into that side of thebusiness, but they did have a need for maps to showthe players the layout of each level and indicatewhere bonus items and similar things appear.

“One of IDW’s first projects was a small map jobfor Prima Games [Final Fantasy 8], but our first bigjob came from BradyGames in September 1999when we were contracted to provide the maps for JetForce Gemini, a Nintendo 64 game.

“The way it worked on the first map projects wasBrady would send us videotapes of someone elseplaying the game and Alex would watch the tapesand hand-draw the maps. He and Robbie createdtextures and designed the icons that would be placedon the maps. Looking back at the Jet Force Gemini

maps, they were very primitive compared to whatAlex produced even just a few months later.

“Brady was very happy with thework and we were quickly a regularprovider for them. The next job wascreating maps for Donkey Kong 64, a jobthat was considerably more complex thanJet Force Gemini, and I remember several latenights in the office for all of us as we worked

to complete them.Brady then tried us out

on a design/production jobfor the Sega Dreamcastgame, NBA 2K.

21

20

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Adams remembers, “I was focused on figuringout a way to have regular cash flow, money thatwe could count on that would supplementthe individual projects we were doing. Krisand I had both worked on strategy guidesat WildStorm and we knew there was a lotof work available.

“In those days, all of us were playinggames and had a real affinity for this kind ofwork. The strategy guide publishers already hada pool of writers who were writing the guides so wedidn’t have much luck breaking into that side of thebusiness, but they did have a need for maps to showthe players the layout of each level and indicatewhere bonus items and similar things appear.

“One of IDW’s first projects was a small map jobfor Prima Games [Final Fantasy 8], but our first bigjob came from BradyGames in September 1999when we were contracted to provide the maps for JetForce Gemini, a Nintendo 64 game.

“The way it worked on the first map projects wasBrady would send us videotapes of someone elseplaying the game and Alex would watch the tapesand hand-draw the maps. He and Robbie createdtextures and designed the icons that would be placedon the maps. Looking back at the Jet Force Gemini

maps, they were very primitive compared to whatAlex produced even just a few months later.

“Brady was very happy with thework and we were quickly a regularprovider for them. The next job wascreating maps for Donkey Kong 64, a jobthat was considerably more complex thanJet Force Gemini, and I remember several latenights in the office for all of us as we worked

to complete them.Brady then tried us out

on a design/production jobfor the Sega Dreamcastgame, NBA 2K.

21

20

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The job was a nightmare andit was one of the few timesthat, even though wecompleted the project, wecouldn’t make a client happy.That was the only designproject we would get fromBrady, but they were sohappy with Alex’s maps thatwe were soon buried inprojects.

“In 2000, IDW did mapsfor the BradyGames strategyguides for Perfect Dark(Nintendo 64), Tenchu 2(PlayStation), Dino Crisis 2,and Banjo-Tooie (Nintendo64). During this period Alexwas refining his work with each project, workingtowards the day when he would be able to stophand-drawing the maps and could produce true 3Dcomputer-generated maps.

“By 2001, Brady was so pleased with the workwe were doing they put us under an exclusivecontract and paid us a monthly advance against aguaranteed amount of work. Up until then we were

still doing a few projects forPrima, and we’d done theRune guide as well, but wewere very happy to sign anexclusive with Brady. Theywere always one of ourfavorite clients and weappreciated the confidencethey showed in our work.“Alex continued to refine

his technique and by thistime was producing maps thatwere really works of art. Itwas also during this time thatNintendo decided theywouldn’t let the games out oftheir office and Alex wouldhave to make regular trips to

Seattle to work on the maps.“Over the next four years, IDW provided maps

for dozens of projects and worked for Brady untilthe summer of 2005. By that point, game designerswere starting to provide their own maps for theguides and the games were becoming so complexthat Alex, working by himself, couldn’t get the mapsdone as fast as a team of people. By then, IDW

23

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The job was a nightmare andit was one of the few timesthat, even though wecompleted the project, wecouldn’t make a client happy.That was the only designproject we would get fromBrady, but they were sohappy with Alex’s maps thatwe were soon buried inprojects.

“In 2000, IDW did mapsfor the BradyGames strategyguides for Perfect Dark(Nintendo 64), Tenchu 2(PlayStation), Dino Crisis 2,and Banjo-Tooie (Nintendo64). During this period Alexwas refining his work with each project, workingtowards the day when he would be able to stophand-drawing the maps and could produce true 3Dcomputer-generated maps.

“By 2001, Brady was so pleased with the workwe were doing they put us under an exclusivecontract and paid us a monthly advance against aguaranteed amount of work. Up until then we were

still doing a few projects forPrima, and we’d done theRune guide as well, but wewere very happy to sign anexclusive with Brady. Theywere always one of ourfavorite clients and weappreciated the confidencethey showed in our work.“Alex continued to refine

his technique and by thistime was producing maps thatwere really works of art. Itwas also during this time thatNintendo decided theywouldn’t let the games out oftheir office and Alex wouldhave to make regular trips to

Seattle to work on the maps.“Over the next four years, IDW provided maps

for dozens of projects and worked for Brady untilthe summer of 2005. By that point, game designerswere starting to provide their own maps for theguides and the games were becoming so complexthat Alex, working by himself, couldn’t get the mapsdone as fast as a team of people. By then, IDW

23

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Publishing was really up and running and wedecided not to pursue a new contract with Brady.”

Alex describes his experience as thegames became more and morecomplicated: “For me, the onlyfrustrating thing about theseprojects was that thedeadlines were concrete, butthe broad scope of each gamevaried wildly and was never

known beforehand. Because ofthat, I was always forced to blindly

budget my time, just praying I could finish by thedue date. When we first started, I would average 15-30 maps per game. As game sizes increased over theyears, the average number of maps per game wasnearing 100 and therefore became unmanageable forone person. The only solution was to hire a team tohelp out, and that just wasn’t feasible for our businessstrategy at the time.”

25

RUNE STRATEGY GUIDEThe first book to have the IDW logo on itwasn’t a comic book—it was a strategy guidefor the PC-game Rune.

Adams remembers, “I

think my old friend and

colleague at Todd McFarlane

Entertainment, Terry Fitzgerald,

introduced us to the guys at Ethos

Entertainment who were associated in some

way with Human Head or the developers of the

Rune game. In any case, they had the strategyguide rights for the game and were looking for

someone to help them put together a book.

This one was a complete turn-key job for IDW—

we hired the writer and did all of the design and

production.

“The thing I remember most about this

project is that we had to buy a PC to get

it done. We’ve always been, and still are, a

Mac-only shop but this game didn’t run on a

Mac so we had to break down and buy a PC.

And this was in the days of the giant PC boxes

and monitors. That thing was an albatross in

our office for years, taking up space and doing

nothing but gathering dust. It was only when

we moved into our current office in 2008 that

we finally found a way to recycle the long-

obsolete equipment.”

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Publishing was really up and running and wedecided not to pursue a new contract with Brady.”

Alex describes his experience as thegames became more and morecomplicated: “For me, the onlyfrustrating thing about theseprojects was that thedeadlines were concrete, butthe broad scope of each gamevaried wildly and was never

known beforehand. Because ofthat, I was always forced to blindly

budget my time, just praying I could finish by thedue date. When we first started, I would average 15-30 maps per game. As game sizes increased over theyears, the average number of maps per game wasnearing 100 and therefore became unmanageable forone person. The only solution was to hire a team tohelp out, and that just wasn’t feasible for our businessstrategy at the time.”

25

RUNE STRATEGY GUIDEThe first book to have the IDW logo on itwasn’t a comic book—it was a strategy guidefor the PC-game Rune.

Adams remembers, “I

think my old friend and

colleague at Todd McFarlane

Entertainment, Terry Fitzgerald,

introduced us to the guys at Ethos

Entertainment who were associated in some

way with Human Head or the developers of the

Rune game. In any case, they had the strategyguide rights for the game and were looking for

someone to help them put together a book.

This one was a complete turn-key job for IDW—

we hired the writer and did all of the design and

production.

“The thing I remember most about this

project is that we had to buy a PC to get

it done. We’ve always been, and still are, a

Mac-only shop but this game didn’t run on a

Mac so we had to break down and buy a PC.

And this was in the days of the giant PC boxes

and monitors. That thing was an albatross in

our office for years, taking up space and doing

nothing but gathering dust. It was only when

we moved into our current office in 2008 that

we finally found a way to recycle the long-

obsolete equipment.”

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WizKidsIn 2000, IDW was contacted, through a mutual

friend, by Jordan Weisman, one of the founders ofFASA and FASA Interactive. Among other things,FASA created the popular Battletech and Shadowrunfranchises and after Microsoft acquired FASAInteractive, Jordan was Creative Director for theirentertainment division.

“When we first met, Jordan was in the very earlystages of development on what would become MageKnight,” remembers Adams. “He had a prototype ofthe combat dial and explained to us how the

mechanics of the game would work.It was obvious that he was anunbelievably smart guy whohad a great track record andwe were very happy to beworking with him. At thetime, Jordan was actuallypaying us with personal

checks. He’s one of the most entrepreneurial guysI’ve ever met and I tried to learn as much as I couldfrom him.”

In addition to designing hundreds of charactersin the Mage Knight universe, IDW designed theWizKids logo and providedthe art for the firstbooster boxes. The first

___________________________________________IDW’s work was recognized by WizKids when the

Mage Knight game was released in November 2000.26

VIDEO-GAME MAGAZINESIn addition to strategy guides, IDW did several illustrations for the covers and interiors of video-game

magazines, including a Wolverine cover for Official US PlayStation Magazine.

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WizKidsIn 2000, IDW was contacted, through a mutual

friend, by Jordan Weisman, one of the founders ofFASA and FASA Interactive. Among other things,FASA created the popular Battletech and Shadowrunfranchises and after Microsoft acquired FASAInteractive, Jordan was Creative Director for theirentertainment division.

“When we first met, Jordan was in the very earlystages of development on what would become MageKnight,” remembers Adams. “He had a prototype ofthe combat dial and explained to us how the

mechanics of the game would work.It was obvious that he was anunbelievably smart guy whohad a great track record andwe were very happy to beworking with him. At thetime, Jordan was actuallypaying us with personal

checks. He’s one of the most entrepreneurial guysI’ve ever met and I tried to learn as much as I couldfrom him.”

In addition to designing hundreds of charactersin the Mage Knight universe, IDW designed theWizKids logo and providedthe art for the firstbooster boxes. The first

___________________________________________IDW’s work was recognized by WizKids when the

Mage Knight game was released in November 2000.26

VIDEO-GAME MAGAZINESIn addition to strategy guides, IDW did several illustrations for the covers and interiors of video-game

magazines, including a Wolverine cover for Official US PlayStation Magazine.

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Mage Knight starter decks also included a mini-comicthat was put together by IDW.

IDW employed a handful of freelancers on thedesign but in-house artist Alex Garner, ended upproviding most of the designs and worked closelywith Weisman.

Garner remembers, “Little did I know back thenjust how popular Mage Knight would turn out to be,which is a testament to Jordan’s sharp business

acumen. But what I think also made himsuccessful was that he was a real fan ofthe genre, so his passion for theproject really showed through.

“When I designed thecharacters based off Jordan’sdescriptions, I assumed the art Iwas doing was for sculptor’s eyesonly, so I initially left them really

open and sketchy. Onlywhen we started doingtrading cards did Irefine the work forprint purposes.”

IDW also produceda comic series based onMage Knight that featuredcover art by J. Scott Campbell,Dave Johnson, Ryan Benjamin,Alex Garner, and MikeWieringo. Mage Knight wasIDW’s first licensedcomic-book seriesand it’s one of thefew IDW titles tonever be collected as atrade paperback. IDW

____________________________________Mage Knight characters designed by Alex.

__________________________________________________Opposite Page: Promotional poster for IDW’s Mage Knight:Stolen Destiny. Art by J. Scott Campbell.

28

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Mage Knight starter decks also included a mini-comicthat was put together by IDW.

IDW employed a handful of freelancers on thedesign but in-house artist Alex Garner, ended upproviding most of the designs and worked closelywith Weisman.

Garner remembers, “Little did I know back thenjust how popular Mage Knight would turn out to be,which is a testament to Jordan’s sharp business

acumen. But what I think also made himsuccessful was that he was a real fan ofthe genre, so his passion for theproject really showed through.

“When I designed thecharacters based off Jordan’sdescriptions, I assumed the art Iwas doing was for sculptor’s eyesonly, so I initially left them really

open and sketchy. Onlywhen we started doingtrading cards did Irefine the work forprint purposes.”

IDW also produceda comic series based onMage Knight that featuredcover art by J. Scott Campbell,Dave Johnson, Ryan Benjamin,Alex Garner, and MikeWieringo. Mage Knight wasIDW’s first licensedcomic-book seriesand it’s one of thefew IDW titles tonever be collected as atrade paperback. IDW

____________________________________Mage Knight characters designed by Alex.

__________________________________________________Opposite Page: Promotional poster for IDW’s Mage Knight:Stolen Destiny. Art by J. Scott Campbell.

28

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also put together The OfficialCollector’s Guide to Mage Knightfor WizKids and packaged aMage Knight comic book thatran for a few months in ScryeMagazine. Kris Opriskorecalls, “This, along with the

earlier sports comics, was one ofthe first post-

WildStorm comic-book jobswe did. It’s weird to thinkback on it now, but at thattime we had no intention atall of becoming a comicpublisher. It was greatworking on the bookssince I’d seen the birth ofthe characters from Alex,through to the sculptedminis and finally thecomics.”

31

MAGE KNIGHTTRADING CARDSIn 2001, IDW brought together their clientsUpper Deck and WizKids when UpperDeck produced a trading-card set basedon the popular game.

“At the time, Upper Deck was still growing their

games business and I thought there was a lot

they could learn from Jordan. My hope was that

the trading cards would lead to more

business between the two

companies but that didn’t work

out. I’m not sure how the cards

did for Upper Deck, but my

impression was that most

people bought the cards so they

could get the rare Mage Knightfigure that was packed into each box.”

_____________________________________________________________Opposite Page: A rare promotional poster for Mage Knight trading cards.

________________________Pages from the Scrye Mage

Knight comic books.

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also put together The OfficialCollector’s Guide to Mage Knightfor WizKids and packaged aMage Knight comic book thatran for a few months in ScryeMagazine. Kris Opriskorecalls, “This, along with the

earlier sports comics, was one ofthe first post-

WildStorm comic-book jobswe did. It’s weird to thinkback on it now, but at thattime we had no intention atall of becoming a comicpublisher. It was greatworking on the bookssince I’d seen the birth ofthe characters from Alex,through to the sculptedminis and finally thecomics.”

31

MAGE KNIGHTTRADING CARDSIn 2001, IDW brought together their clientsUpper Deck and WizKids when UpperDeck produced a trading-card set basedon the popular game.

“At the time, Upper Deck was still growing their

games business and I thought there was a lot

they could learn from Jordan. My hope was that

the trading cards would lead to more

business between the two

companies but that didn’t work

out. I’m not sure how the cards

did for Upper Deck, but my

impression was that most

people bought the cards so they

could get the rare Mage Knightfigure that was packed into each box.”

_____________________________________________________________Opposite Page: A rare promotional poster for Mage Knight trading cards.

________________________Pages from the Scrye Mage

Knight comic books.

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Upper DeckKris Oprisko discusses IDW’s other bigclient–Upper Deck:

“On to the 5 in Pacific Beach, past UTCand the Mormon temple, through the rolling hillsand lagoons, Torrey Pines rushing by to the West aswe descended the valley, past the Del Mar racetrackbefore finally hanging a right at the windmill andflower fields for the straight shot down PalomarAirport Road and a final turn-off…

“For four and a half years (from October 1999 toApril 2004), that trip from our offices to Upper Deckwas part of every week for Ted & me, and even froma remove of many years and an entire continent, Ican still see every bit of the scenery. It was a drivewe longed to make at first, since we knew getting amonthly contract from Upper Deck would go a longway towards ensuring the stability of the company.Ted and I knew Jerry Bennington [Upper Deck’s VPof their entertainment and gaming divisions] fromour days at WildStorm, and he’d since ended up atUpper Deck, the leader in the collectible sports cardfield. Ted worked hard to get our material in frontof Jerry–I remember Robbie whipping up one of themany pieces of promo materials he was working onin those early days–and it would pay off for us.

“The time period was just after thePokémon phenomenon first hit, and UpperDeck was curious to see if they could

compete in the new field of collectible cardgames. Their ability to produce high-quality and

innovative cards was beyond question… but theyneeded the games themselves.

“At the time Ted & I had more enthusiasm andhunger to learn game design than actual designexperience. We’d both worked on the Fast Break andWildStorms CCGs in our last jobs, but had no role inthe design of those games. But we were burstingwith ideas and fortunately were given the chance byUpper Deck to put them into effect.

“The Upper Deck offices were a thing to beholdin and of themselves, packed with signedmemorabilia: trading cards, jerseys, bobbleheads,sporting goods–even, for a time, an actual Formula 1car! As Ted and I are both big sports fans, it was agreat experience for us. We left our first meeting aftersigning on with Upper Deck in high spirits andlooking forward to our first design job.

“We got two in rapid succession–first the callcame in for a NASCAR racing game, followed by arequest for a game based on the Japanese anime seriesCardcaptors. Ted took NASCAR and I tookCardcaptors and we dug right in. We both developed

3332

IDW CARD GAMESDuring its relationship with Upper Deck,IDW worked on the following games:

2003 Manchester UnitedStrike Force trading cards

(Flip Game on Back)

2003 NBA Victory trading cards(Flip Game on Back)

2003 NFL Victory trading cards(Flip Game on Back)

Bionicle McDonald’s game

Bionicle CCG(Starter Deck & Booster)

Cardcaptors(Starter Deck &Booster)

GregoryHorror Show

Marvel VS.CCG

(initial gamedesign)

MedabotsCCG

(Starter Deck &2 Boosters)

SpongeBob Squarepants CCG(Starter Deck & Booster)

Survivor(Starter Deck & 2 Boosters)

Wizard in Training(Starter Deck & Booster)

NASCAR Racing Challenge(Starter Deck & Booster) _______________________________________________________

The Survivor trading-card game received a lot of press attention,inlcuding this article in The San Diego Union-Tribune.

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Upper DeckKris Oprisko discusses IDW’s other bigclient–Upper Deck:

“On to the 5 in Pacific Beach, past UTCand the Mormon temple, through the rolling hillsand lagoons, Torrey Pines rushing by to the West aswe descended the valley, past the Del Mar racetrackbefore finally hanging a right at the windmill andflower fields for the straight shot down PalomarAirport Road and a final turn-off…

“For four and a half years (from October 1999 toApril 2004), that trip from our offices to Upper Deckwas part of every week for Ted & me, and even froma remove of many years and an entire continent, Ican still see every bit of the scenery. It was a drivewe longed to make at first, since we knew getting amonthly contract from Upper Deck would go a longway towards ensuring the stability of the company.Ted and I knew Jerry Bennington [Upper Deck’s VPof their entertainment and gaming divisions] fromour days at WildStorm, and he’d since ended up atUpper Deck, the leader in the collectible sports cardfield. Ted worked hard to get our material in frontof Jerry–I remember Robbie whipping up one of themany pieces of promo materials he was working onin those early days–and it would pay off for us.

“The time period was just after thePokémon phenomenon first hit, and UpperDeck was curious to see if they could

compete in the new field of collectible cardgames. Their ability to produce high-quality and

innovative cards was beyond question… but theyneeded the games themselves.

“At the time Ted & I had more enthusiasm andhunger to learn game design than actual designexperience. We’d both worked on the Fast Break andWildStorms CCGs in our last jobs, but had no role inthe design of those games. But we were burstingwith ideas and fortunately were given the chance byUpper Deck to put them into effect.

“The Upper Deck offices were a thing to beholdin and of themselves, packed with signedmemorabilia: trading cards, jerseys, bobbleheads,sporting goods–even, for a time, an actual Formula 1car! As Ted and I are both big sports fans, it was agreat experience for us. We left our first meeting aftersigning on with Upper Deck in high spirits andlooking forward to our first design job.

“We got two in rapid succession–first the callcame in for a NASCAR racing game, followed by arequest for a game based on the Japanese anime seriesCardcaptors. Ted took NASCAR and I tookCardcaptors and we dug right in. We both developed

3332

IDW CARD GAMESDuring its relationship with Upper Deck,IDW worked on the following games:

2003 Manchester UnitedStrike Force trading cards

(Flip Game on Back)

2003 NBA Victory trading cards(Flip Game on Back)

2003 NFL Victory trading cards(Flip Game on Back)

Bionicle McDonald’s game

Bionicle CCG(Starter Deck & Booster)

Cardcaptors(Starter Deck &Booster)

GregoryHorror Show

Marvel VS.CCG

(initial gamedesign)

MedabotsCCG

(Starter Deck &2 Boosters)

SpongeBob Squarepants CCG(Starter Deck & Booster)

Survivor(Starter Deck & 2 Boosters)

Wizard in Training(Starter Deck & Booster)

NASCAR Racing Challenge(Starter Deck & Booster) _______________________________________________________

The Survivor trading-card game received a lot of press attention,inlcuding this article in The San Diego Union-Tribune.

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a similar style of working on the games… comeup with the ideas during the morning/earlyafternoon, mockup and print some bare-bonescards in the late afternoon, and print, cut, &play-test them by the end of the day.

“The whole office (we’d just moved toour second location at that point and hadhired our first employee) would participatein the play-testing sessions. The cardtable/dining table was the site of manypizza-and-beer-fueled nights oftesting and refining. Many werethe curses thrown aroundwhen a rule was exposedto make no sense, or acard didn’t function asplanned, or, worst of all…when a game was brokenand a complete restart fromscratch was needed. But allthose things happened–many times!

“In the end we’d get the game to the point wherewe had two rough playable decks and could explainthe rules enough to get a game going. That meantwe were ready to present it to Upper Deck, whichinvolved showing the UD execs our concepts andallowing them to actually try the game outthemselves. These sessions really showed us if we hadsomething or not, because in those days, for the mostpart, the UD folks had little or nofamiliarity with collectiblecard gaming. If we couldquickly get them up andplaying–and having fun–then we were on the righttrack.

“Over the years, we got achance to work on a hugenumber of projects. Someeventually were released, andmany more never made it thatfar. For instance, we developedgames for almost every sport outthere–auto racing, football,baseball, hockey, soccer,basketball–just in case UpperDeck ever wanted to enter thesports CCG market. We even gotvery, very close to seeing abaseball game I designed becomethe default online-based baseballgame for a huge software company, but in the endthings didn’t quite work out.

“At the height of our Upper Deck business, wewere dealing with game design from everyimaginable source–Animation-based properties likeSpongeBob SquarePants, an adolescent magician project

called Wizard-in-Training,card games based onLego’s Bionicle for UDand McDonalds, theinitial work on the gamethat would become UD’sVs. CCG, and more. Inthe early days, beforeUD’s design departmentwas expanded, Robbiewould also design thecard frames, boxes, andfoil packs as well.

“Besides the gameswe designed for UpperDeck, another importantcomponent of our workthere concerned bringingYu-Gi-Oh! to the United

States. Although still unknownin the U.S. at the time, Yu-Gi-Oh!

was already the hugest thing sincePokémon in Japan, and the writing was

on the wall. After a trip to Japan for the UD guys, adeal was struck with Konami to begin bringing thegame to the U.S.

“Thus began our long relationship with thejuggernaut known as Yu-Gi-Oh! Here our task was

localization–working through thedense rulebook, then the game mat,and finally the text of each and everycard–to clean up the barelytranslated English and make thegame understandable to U.S. players.Every single sentence, each word,was scrutinized one by one. Thiswork required lots of traveling–we’d alternate with the Konamifolks between them coming toCalifornia and us going to Tokyo.Painstakingly, we worked our wayin this manner through the first1,300 cards of the U.S. Yu-Gi-Oh!releases.“After a time, our cooperation

with Upper Deck finally came toan end. In the beginning, theUD squad was a small groupconsisting of Jerry Bennington,

Stephanie Mascott, Tim Muret,Martin Welling and Mark Irwin, but by the time weparted ways there was an entire gaming department.While the runaway success of Yu-Gi-Oh! had a lot todo with that expansion, the fact that there even wasa gaming department in the first place can be tracedback to IDW’s involvement with Upper Deck.”

35

IDW

34

Personal Favorites

“Gregory Horror is by far the game I’m most proud of designing. The overallconcept–trying to escape from a horrific hotel presided over by a deranged

mouse–was enough to hook me from the start. Finding a way to incorporate a

gameboard and miniatures was tough but rewarding. And the miniatures of

the twisted cast of characters turned out amazing—I still pull out my complete

collection and ooh and ahh over them every once in a while.”

Kris Oprisko–Gregory Horror ShowThe Gregory Horror Show gamewas based on a very twisted

Japanese computer animation

show that ran late-night in that

country. Kris designed rules with

an innovative combination of

cards, an actual game board, and

an army of intricately designed

plastic character gamepieces.

The show was supposed to get

picked up by MTV but never did,

killing the game after its initial

release.

Out of all the projects IDW was involved in working on, which games were thedesigners’ favorites?

“For the Survivor game, we were tryingto reach a broader audience than

some of the anime or fantasy-based

games. I wanted the game to be fun for

someone who’d never even heard ofMagic:The Gathering but we also wanted it to have a funcollectible aspect to it. UD did a good job of marketing the game, there were articles

and ads everywhere and, if I remember correctly, there was even a TV spot for it. They

flew out some of the Survivor ‘celebrities’ to shows, including an appearance by Elizabeth Hasselbeckat the San Diego Comic Convention, several years before she would join the cast of The View. I’vealways thought it was a fun social game but it never caught on in a big way.”

Ted Adams - SurvivorThe Survivor game, based on the hit CBS show, wasdefinitely the IDW game played the most around both our

and UD’s offices. Ted’s game mechanic was simple for

non-CCG players to grasp and replicated the show’s

cutthroat, alliance-based environment almost exactly.

For a time, there was a regular Friday-afternoon

Survivor CCG league going at Upper Deck HQ.

____________________________This very rare Survivor crate wasgiven away to key retail accounts.

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Page 19: Idwx chap 02

a similar style of working on the games… comeup with the ideas during the morning/earlyafternoon, mockup and print some bare-bonescards in the late afternoon, and print, cut, &play-test them by the end of the day.

“The whole office (we’d just moved toour second location at that point and hadhired our first employee) would participatein the play-testing sessions. The cardtable/dining table was the site of manypizza-and-beer-fueled nights oftesting and refining. Many werethe curses thrown aroundwhen a rule was exposedto make no sense, or acard didn’t function asplanned, or, worst of all…when a game was brokenand a complete restart fromscratch was needed. But allthose things happened–many times!

“In the end we’d get the game to the point wherewe had two rough playable decks and could explainthe rules enough to get a game going. That meantwe were ready to present it to Upper Deck, whichinvolved showing the UD execs our concepts andallowing them to actually try the game outthemselves. These sessions really showed us if we hadsomething or not, because in those days, for the mostpart, the UD folks had little or nofamiliarity with collectiblecard gaming. If we couldquickly get them up andplaying–and having fun–then we were on the righttrack.

“Over the years, we got achance to work on a hugenumber of projects. Someeventually were released, andmany more never made it thatfar. For instance, we developedgames for almost every sport outthere–auto racing, football,baseball, hockey, soccer,basketball–just in case UpperDeck ever wanted to enter thesports CCG market. We even gotvery, very close to seeing abaseball game I designed becomethe default online-based baseballgame for a huge software company, but in the endthings didn’t quite work out.

“At the height of our Upper Deck business, wewere dealing with game design from everyimaginable source–Animation-based properties likeSpongeBob SquarePants, an adolescent magician project

called Wizard-in-Training,card games based onLego’s Bionicle for UDand McDonalds, theinitial work on the gamethat would become UD’sVs. CCG, and more. Inthe early days, beforeUD’s design departmentwas expanded, Robbiewould also design thecard frames, boxes, andfoil packs as well.

“Besides the gameswe designed for UpperDeck, another importantcomponent of our workthere concerned bringingYu-Gi-Oh! to the United

States. Although still unknownin the U.S. at the time, Yu-Gi-Oh!

was already the hugest thing sincePokémon in Japan, and the writing was

on the wall. After a trip to Japan for the UD guys, adeal was struck with Konami to begin bringing thegame to the U.S.

“Thus began our long relationship with thejuggernaut known as Yu-Gi-Oh! Here our task was

localization–working through thedense rulebook, then the game mat,and finally the text of each and everycard–to clean up the barelytranslated English and make thegame understandable to U.S. players.Every single sentence, each word,was scrutinized one by one. Thiswork required lots of traveling–we’d alternate with the Konamifolks between them coming toCalifornia and us going to Tokyo.Painstakingly, we worked our wayin this manner through the first1,300 cards of the U.S. Yu-Gi-Oh!releases.“After a time, our cooperation

with Upper Deck finally came toan end. In the beginning, theUD squad was a small groupconsisting of Jerry Bennington,

Stephanie Mascott, Tim Muret,Martin Welling and Mark Irwin, but by the time weparted ways there was an entire gaming department.While the runaway success of Yu-Gi-Oh! had a lot todo with that expansion, the fact that there even wasa gaming department in the first place can be tracedback to IDW’s involvement with Upper Deck.”

35

IDW

34

Personal Favorites

“Gregory Horror is by far the game I’m most proud of designing. The overallconcept–trying to escape from a horrific hotel presided over by a deranged

mouse–was enough to hook me from the start. Finding a way to incorporate a

gameboard and miniatures was tough but rewarding. And the miniatures of

the twisted cast of characters turned out amazing—I still pull out my complete

collection and ooh and ahh over them every once in a while.”

Kris Oprisko–Gregory Horror ShowThe Gregory Horror Show gamewas based on a very twisted

Japanese computer animation

show that ran late-night in that

country. Kris designed rules with

an innovative combination of

cards, an actual game board, and

an army of intricately designed

plastic character gamepieces.

The show was supposed to get

picked up by MTV but never did,

killing the game after its initial

release.

Out of all the projects IDW was involved in working on, which games were thedesigners’ favorites?

“For the Survivor game, we were tryingto reach a broader audience than

some of the anime or fantasy-based

games. I wanted the game to be fun for

someone who’d never even heard ofMagic:The Gathering but we also wanted it to have a funcollectible aspect to it. UD did a good job of marketing the game, there were articles

and ads everywhere and, if I remember correctly, there was even a TV spot for it. They

flew out some of the Survivor ‘celebrities’ to shows, including an appearance by Elizabeth Hasselbeckat the San Diego Comic Convention, several years before she would join the cast of The View. I’vealways thought it was a fun social game but it never caught on in a big way.”

Ted Adams - SurvivorThe Survivor game, based on the hit CBS show, wasdefinitely the IDW game played the most around both our

and UD’s offices. Ted’s game mechanic was simple for

non-CCG players to grasp and replicated the show’s

cutthroat, alliance-based environment almost exactly.

For a time, there was a regular Friday-afternoon

Survivor CCG league going at Upper Deck HQ.

____________________________This very rare Survivor crate wasgiven away to key retail accounts.

10yearbook-FULL.qxd:Layout 1 3/19/09 9:22 AM Page 34