Archive for the 'aotm' Category

Artist of the Month

Luis January 2nd, 2008

Brad Borne aka DrNeroCF

January 2008

Q:

I often get e-mails from people who complain that I dont feature Actionscripters often enough on these articles (NEVERMIND that its called ARTIST of the month). So in an effort to throw that end of the Flash scene a bone I present you with Brad Borne creator of the hugely popular Fancy Pants Adventures series as well as other noted works. Much more on that later, as is now the tradition lets first find out how Brad got into Flash and what he’s all about shall we?

A:

Video games were a pretty big part of my life growing up, my dad and I used to play Paperboy 2 together a lot, and I can’t even begin to imagine how many hours of Super Mario Bros. 3 my friends and I logged on Mario Allstars growing up. I always enjoyed creating things, so sometime in high school I decided that I needed to learn Flash well enough to make something decent. I actually downloaded Flash MX to post the stop motion videos that I was making to Newgrounds.com, from there I just poked around ActionScript and sort of figured out how to program games. So I guess I’ve been using Flash for about 5 years, and actually programming in Flash for maybe 4.

Super Mario 3/ Paperboy 2

Q:

Wow, you’ve been around a bit longer than I would have given you credit for. Or maybe time just flies by… so its obviously no suprise that the flagship of your contributions to Flash is Fancy Pants Adventures, this is probably something you’ve answered before but how did that series come about? How long did it take you to produce it and were you suprised by the overwhelming success of the series?

A:

I bought a Graphire3 some time after I started programming, and the first thing I ever did with it was animate a little stick figure jumping around and playing with a sword. I really liked the sense of momentum that I had made with the figure running back and forth and sliding to a stop, and wondered why I hadn’t seen any video games with animation that was tightly tied to the physics.
I created the game piece by piece based on the one idea that I wanted the animation to correspond directly to what the main character was doing. I started with nothing more than a hairless stick figure that stuck to the inside of a loop and ran in circles, and sort of learned
to program on a need to know basis as I went along. I started right after hurricane Katrina hit while school was still out (I’m from Metairie, outside of New Orleans, and went to school in Alabama), and worked on World 1 for a year. I’ve been working on World 2 for 2 years now.
I certainly had no idea how well received World 1 was going to be. I guess I’ll just always see it as a game that was extremely limited by how well I could program 3 years ago. To me, World 2 is the game I wanted to make back then but didn’t know how to yet.

Fancy Pants Adventures

Q:

Looking back on the series and maybe even looking ahead, what are/were your favorite aspects of the game and what are some aspects that you see yourself improving upon or retiring?

A:

Lawlz fun but 2 short!!!!111 Yeah, World 2 is probably about 3 times as long as World 1, but those hand drawn backgrounds are a killer. I’ve cheated a lot more this time around (having a much faster computer and better tablet definitely help too), but game length was definitely the most criticized aspect of World 1, which I take as a HUGE compliment.
I still love how the player can just mess around, jumping off of hills and just enjoy themselves without even progressing through the game. I tried to improve that in World 2 by adding the SnailShell, which players can keep themselves busy by juggling it in the air (which the
game keeps track of) or just kicking it around. I’ve also tried to make World 2 much funnier than World 1, though the only really goofy part of World 1 was the Angry Penguin boss (my interpretation of a cartoon character drawn by my friend Paul, actually…).
I was proud that there was no copy/pasting of art or animation in
World 1, but that ‘feature’ definitely didn’t make it into World 2…

Q:

That’s an intersting way of thinking about the ever-popular ‘OMG its teh short’ rant. I’ll definately keep that in mind next time I hear it in my own reviews.
Well since I’ve opened up the bag of worms already, what’s the scoop on the next FP adventures? Any release date in mind? Whats been your most challenging hurdle this second time around?

A:

January 8th, woot. Making levels that actually look decent. My artwork’s been improving these past years, but I’m not any sort of digital artist. Luckily, the goofy sketchy style makes for a unique look, and I can say that it’s all ‘on purpose,’ hehe.

Q:

Yeah stick to that excuse! I think the crudeness of it actually is a good cool factor. It is a spit in the face of the overly polished Miniclip Zombie Hunter spin-offs or whatever. I felt the same about Alien Hominid on higher end consoles, theres something kind of cool about it not being super sophisticated. Okay so FP aside, what other stuff do you have on your plate? I noticed not long ago you teamed up with my pal Luka on a little deviation Nuclear Eagle, aside from FP what are some of your favorite pieces you’ve done and why?

Frasers Ride

A:

Got a game named Fraser’s Ride that I worked on with TommyLM that’s practically finished except for the music, so that should come out pretty soon after World 2. I have a few games in production, actually, one being a sequel to SnowBlitz that should be far better than the original. I really want to try my hand at some story driven games one day, I just know too many awesome voice actors to not try to use them all in a project, haha.
My favorite non-FPA game is probably Nuclear Eagle being played with a Wiimote. It’s extremely tightly controlled and responsive, but you have to run a mouse emulator on the computer with it running on full screen to get the real experience (I actually don’t think that NE runs in the Wii Browser, though I’m not sure why). Speaking of which, I’d love to get some games on the upcoming WiiWare. Is there a console developer in the house? heh.

Q:

Bah I dont yet have a Wii so I couldnt offer my own opinion on Nuclear Eagle.
There is however something I CAN give my opinion on so I will! FPA was an important game in the growth of the flash gaming scene becuase it offered the incentive to other Flash developers and gamers in the scene to look beyond the ‘disposable’ aspect that flash games are notoriously known for. Where do you think the scene is heading both in 2008 and beyond?

A:

The market is definitely heading towards higher quality independent games on every platform. Advertising models are really stepping it up, and companies are able to license games for figures that make it worthwhile to create high quality, highly re-playable Flash games. I think what people need to understand is that Flash is a method of distribution, not a genre.

Q:

Well you are a bit more in touch with that aspect of the business so I will take your word for it, I have been seeing more interest in ad revenue sharing as opposed to flat buy outs/sponsorships so I do think you are onto something. While we are on the subject of talking business in gaming. It seems as though the natural/inevitable(?) progression of the successful Flash developer is to go dive into the console game scene. Does that interest you at all? Why or why not?

A:

I surely hope so. I can’t help but geek out over the crazy things I could do with the Wii remote. I’m also a huge fan of portable gaming, and would absolutely love to revive some all but forgotten oldschool gaming genres, and the handheld market seems like the perfect place to do that.

Q:

Well you definately have 16/8bit golden age gaming cues in your work thats for sure. That’s becoming somewhat of a lost quality so definately hold on to that. So we talked business, lets lighten up the mood. Any other hobbies and or interests outside of Flash? Married? You changing any ‘Fancy Diapers’ (that was lame i know, i had to)?

Blatant self plug of my level on FPA 2. SHUTUP.

A:

Well I’m still a pretty big gamer, though I’ve been putting most of my time towards finished World 2 for quite a while now. Not married, but very much in love with my girlfriend, who’s also a gamer (and way hot, I gotta add). Nothing to announce yet, but… ;)
Fancy diapers, nice one :P

Q:

Alright all good things must come to an end… last question! You dealt with other flash personalities many times now; do you have any pet peeves? For me for instance, it drives me crazy when i open someone elses file and it still has ‘Snap Align’ enabled or any sort of snapping at all. What twists your nipples?

A:

Oh jeez, did I send you an fla with the snapping on? Yeah sorry about that, I was just kinda making new flas and throwing clips into them. Yeah I absolutely hate snapping also…
Other than that, though, I hate when artists go crazy with the origins. I like them at the characters feet, but I’ve gotten clips with origins half a screen away from the character… yeah… And when artists mess with the scale of nested movie clips, so they’re not really interchangeable… that definitely gets to me… haha.
Alright… hope that’s what you wanted!

Yeah actually I just wanted an excuse to end the interview on the subject of nipples. OK BAI.

Featured Works

The Mind Bender Nuclear Eagle FPA: World 2 Demo Fancy Pants Adventures Snowblitz 2005 Snowblitz

More from Brad Borne

Artist of the Month

Luis December 2nd, 2007

Buzzwerd and TrueDarkness

December 2007

Q:

It’s been quite awhile since we had a multi-author Artist of the Month feature, what better time than now?
I admit that these features are a bit more biased to the ‘artistic’ end of the Flash scene but it’s always nice to be able to squeeze in our actionscripting brothers whenever the opportunity allows for it.
This month we pry into the minds of two of the most consistent artist-programmer team-ups that the Flash scene has fathered. Kevin Barrios aka Buzzwerd and fellow programmer TrueDarkness aka David Silver have spent the bulk of their Flash lives working collaboratively, lets see if we can squeeze out the secret recipe for happy artist-programmer relationships by the time we get to the end of the interview. Welcome Gentelmen!
Ok first question is the classic one, what got you started in flash? when did you start? and why?

A:

Buzzwerd: My brother got me started. I’d been making little cartoons using MS Paint and Windows Movie Maker. When my brother saw them, he suggested I try Flash 5. He showed me the ropes and I kind of learned from there on my own. I’ve been drawing since I was like 5, and when I got to see my drawings moving around it was magical. So I stuck with it, and to this day still work with Flash.

TrueDarkness: I started using Flash at the age of 12, when I was introduced to it by my older brother, who’s friends used it. Amazed at the types of animations my brothers friends created, I was motivated to create my own little animations. Shown the basics of how the program worked by my brother, I started to create some little silly stick animations, in which at the time I thought were the greatest animations on Earth. Soon after using Flash, I began to visit Newgrounds.com, a site that had strangely intrigued me. I guess the reason it captured me so much was because of the idea that there were other people out there like me, making the same types of animations, if not much better. So all in all the site motivated me to keep doing what I was doing. So, 2 years go by and I still haven’t lost interest in Flash. However, I began experiencing something you may know as Animator/Artist block, and since I wasn’t the best of both of those anyway, I had suffered from it even more. So, I took a turn in my little Flash career and started to get into programming. I began to experience the wonders and joys of coding. It was a lot of fun, and I was enjoying what I was doing even more this time round. So, I stuck with that. I’m 16 years old now and I’ve been coding ever since.

Early Buzzwerd / TrueDarness team-ups

Q:

You all are such youngins…. so how did you two hook up? How long have you guys been working together for?

A:

Buzzwerd: We worked together back when Dave was an animator on a collaboration Xionic Demon put together. A bit later, I found out Dave was dipping his toes into coding so I talked to him about starting a project. From that came out first full game, Kogent Knight. It’s been about 2 years now, though it feels much longer.

TrueDarkness: I met Kevin one day online when he had IMed me for a reason I can’t recall. I remember that we had worked on a collab with some other people previously. He was just another user that animated in my eyes, as was I to him. But, that day that he IMed me, he had asked me if I knew how to code. By this time, I did, and fairly well too. So, I told him yes. He then asked me if I wanted to make a game with him. Doubting my scripting skills, I was hesitant on saying yes, but for some strange reason, I did. He said, “great!” and drew up an amazing character design. Amazed at his artwork, I became thrilled with the idea of working with him. So after a month or so, we had released our first true game in 2005, Kogent Knight, which is actually fairly popular now, to my surprise. We’ve been working together, a lot, ever since.

Kogent Knight

Q:

Adorable. So is there any particular styles or artist that have influenced you throughout your Flash career?(Kevin) Feel free to jump right in Dave with whatever games may have influenced your work in the scene!

A:

Buzzwerd: Its hard to pinpoint any artists in particular. My influences are mainly old video games. They seemed to have it down back then. The creative design back then is baffling, and puts most new game designers to shame. The art as well, with such limited technology, some of the most amazing graphics have been created. Nowadays with rendered graphics, games have lost their hand made appeal, and it all feels like a robot did it. Some of it at least. In my opinion, good artists aren’t so much influenced by a few artists, but they absorb a little something from all over. That’s how it works for me at least..

TrueDarkness: Oh, there are many, many games that have influenced my work. However, to list them all would be pretty crazy. I haven’t really been influenced by a single particular game, but rather, lots of different games, that have spawned different ideas in my head for things I can create myself.

Q:

I’d say your style is reminescent of Japanese design or street art, Kevin. I cant exactly put my finger on it, but I can see traces of Murakami. Anywho, enough of the cutesy questions, time to stir up the contraversy. Flash gaming in particular has enjoyed a boom lately with start-up sponsors companies coming out of nowhere and providing financial freedom to creators that previously didnt exist. What influence did that have on your own work and what influence do you think it has on the scene as a whole from your point of view?

A:

Buzzwerd: With the “boom” of these sponsors, I’ve noticed a massive deterioration in the quality of games coming onto the scene. However, there are still a handful of good games coming through. I’ve noticed a lot of new artists jumping into flash in search of a quick buck, and it really just diminishes the quality of our media. When we create a game, we do it because we love it. We are going to keep making games no matter what, and if people want to give us money for it, why not? The problem really, are the people that come in expecting to make tons of money. It doesn’t play any part in how we make our games, we do what we want, and if someone wants to pay us for it, sure.

TrueDarkness: Well, before I had started working with Kevin, I had declared myself a good enough scripter to create a game with my friend Scott. We had heard of sponsorships, but didn’t know much about them and how they worked. All we knew is that we got money for doing something that we both loved. We knew of a fairly big sponsoring company that seemed rather legit, Games of Gondor. So, I contacted them via email, and they were hasty in replying back to me. They answered some questions I had, and helped me understand a lot. So, Scott and I had agreed to have them sponsor our game, Hoverbot. Sure enough, they paid us both as they said they would. I was very happy, and had then began to trust them as sponsors. They had soon changed their name to Armor Games.
Now, I continue to make games with Kevin, and generally get them sponsored. However, I’d like people to understand that we don’t make games FOR money, nor should anyone. Making games should be a personal passion, not a way of making money. I make games because I love to. When I don’t, I become unhappy and unmotivated. Making games gives me a sense of accomplishment. If I can get money on the side for what I love to do, then great. If I can’t, big whoop, I’m still going to complete it and publish it. I feel that too many authors are making low quality games for money, when they could be making high quality games for fun!

Q:

Its interesting how that whole dilemma was one that didnt exist during my early years, its amazing how things change as the Flash scene matures. Speaking of change, where do you think the scene is headed in 2008 and beyond? Dave feel free to take a stab at this one.

A:

TrueDarkness: Every year, I see an increase in what sponsors are willing to pay authors. I think that because of this, a lot more games will be made in 2008, as will even more games be made in 2009, and so on. The fact is, people are greedy. Not everyone, nowhere near everyone, but a lot of people ARE greedy. So, these people with a talent of being able to make games, are going to use their talent for the wrong reasons, producing low quality, unoriginal games to get a nice sum of money. I think that this is the wrong way to go, and like I said, games should be made for the love of making games, not for how much money you can get off of it. However, I also think that with each upcoming year, talented flash artists will get even better, and produce higher and higher quality of games, with lots of originality, that are loads of fun to play. Now that is admirable!

Q:

Well, I think that the sponsor scene can only go so far, I can see it blowing its bottom similar to how the .com boom did back in the early 2000’s. Let’s spin a question Kevin’s way now: You are predominantly an game artist and have gotten a good grasp of the world of optimizing your animations in a flash game environment…. do you ever dabble in the pure animation end of the flash spectrum? Does it interest you at all, why or why not?

Occasionally Kevin makes animations...

A:

Buzzwerd: I enjoy making games because it doesn’t require planning. I can set up tons of sprites and then mix them together and it ties itself into place. With a movie, lots of planning is required. When I have something planned out, and I already know what I have to do next I get bored. I don’t like knowing how something will turn out. I enjoy the spontaneity of it all. However I still do some animation, just so I don’t get rusty, and it is fun to do when you don’t plan everything out.
Making a game is kind of like building a robot, you put together the pieces, program it and paint it to make it look nice. I’ve always loved putting things together, making them work properly, and making them look nice. Making a movie to me always felt like knitting a sweater. You know almost exactly how the sweater will look, and all you have to do is work on it patiently until its done. With the robot, you know how it will turn out, but its function can vary. While one person might make the robot bring in the paper, another person might have it sweep leaves in the yard. A sweater has a set function, you put it on, it keeps your warm. I’ve never liked how set in stone the use of a movie is. That’s always been my problem with animation, it never changes when you watch it. Its really the only thing that keeps me from using my animation skill for movies, I would like to try it eventually though.

Q:

Well I must say that’s the first time I’ve ever heard of animiation being compared to a sweater. Kudos.
I can see Dave getting bored of our art babble, lets throw him a bone:
With Adobe’s semi-recent release of Flash 9 and their heavy concentration on fixing the actionscript end of the program, what sort of potential do its new features provide you from a flash game programmer. Have you got anything cooking up in your kitchen that is heavily influenced by Flash’s new suite of features in AS3 world?

A:

TrueDarkness: I haven’t worked much with Actionscript 3 yet, but I do plan to. I’ve created some small engines in AS3 that have prooved to run much faster and smoother, which can provide me with the ability to make new games a lot faster and better. I think that AS3 provides potential to do a lot of new things, including scripting involving 3D. I hope to learn such things sometime soon. At this point I do not have anything in the works with AS3, but I do have plans for many more games that I hope to release by the end of this year.

Q:

Speaking of learning, you and I actually worked together not too long ago on Escape from camp hostility, it was a pretty good learning experience for me and I noticed that naturally our work process was not totally in sync and we often bumped heads. I figure that with the amount of games that you and Kevin have churned out, you now work pretty smoothly in unison, that being said, do you feel less inclined to work with new artists due to the growing pains that you wouldnt have to go through with working with Kevin or on the otherhand do you feel burned out and yearn for a new face sometimes?
Dont worry I told Kevin to not feel hurt by the mean things you might say. :*(

A:

TrueDarkness: That is a very good point. I enjoy working with Kevin, a lot. We work quick, we know what we’re doing, and we’re both generally right on top of things, despite the differences we might have from time to time ;). I would have to say that after working with someone for such a long time like I have, it can be quite frustrating working with someone else, especially someone who’s never made a game before, and does not know how to organize their art in Flash. I enjoy working with other developers a lot, but I would have to say that it can get quite annoying from time to time when working with other developers. Truthfully, I don’t think I could ever get burned out when working with Kevin. Not only do I absoloutely love his art, but he is a cool guy, and we talk all the time about lots of things, school, parents, girls, music, movies. We’re not just artists, we’re good friends.

Ambiguously Gay Duo

Q:

The theme song for the Ambiguously Gay Duo seemed to play in my head while you answered that. Ok, I’m losing focus. Here’s an easy question for both you goons, what’s your favorite game you’ve made thus far and why?

A:

Buzzwerd: Edward. It was under appreciated because of the latency issues, a growing problem in our newer games. However, it took many months of hard work and what we had when it was done was exactly what we wanted in our games. We had come close with Prehistoric, but it missed the mood that Edward had. The pride I have in Edward is that Tom Fulp actually sponsored it himself. It was great, it felt better than just being another closed off deal someone had made. Tom actually played the game, and sponsored it himself. I also got Johnny Utah to do a little voice clip in the beginning, though I don’t think he ever played the game.
TrueDarkness: I would have to say our most recent game, Edward too. I love the game and I love the feel of it. The art is just awesome and it has an epic story and great new features like nothing we’ve done before. I just think it’s an awesome game, and makes me happy knowing that we accomplished making such a game.

Edward

Q:

Boo, i didnt like that game that much. I think it had some awesome concepts but it had maybe TOO many concepts going around and it got a little scatter brained and not all of them were able to enjoy the limelight. Ok so any plans for 2008 for you lovebirds? 2007 is practically over you know.

A:

Buzzwerd: My main goal for 2008 is to make up for my laziness this year and push out a ton of new games. After Edward we kind of slowed down, and I hope this next year brings us back up again. It feels a bit like we’re falling off the map, and we’ve got to get back on it. We had a couple projects in production, but for now we’re going to focus on new things, hopefully things you will all get to see before 2008.
TrueDarkness: Games. Lots of games. I hope to release a bunch of new games in 2008, to make up for the lack of games we’ve produced this year. I hope to learn new scripting techniques to produce even better games and maybe even start scripting some AS3-made games, as talked about earlier.
Thanks a lot Luis for this interview and I’m glad you all get to hear my thoughts and opinions.

Thank you both for having me pull double-duty this month. Merry Quanza!

Featured Works

Malichite Edward Go Prehistoric To-suta Toss

More of the dynamic duo | Buzzwerd | TrueDarkness

Artist of the Month

Luis November 16th, 2007

Bomtoons

February 2007

Q:

Greetings and welcome to my artist-of-the-month feature, if you’ve read any of the past features then you’ll know that the first question is the cookie-cutter one. Who are you and what planet are you from? Try and make yourself appealing so people read the rest of this interview okay?? no pressure!

A:

I’m Nick Pasto A.K.A BoMToons. I’m 26 and picked up the trial version of flash about 3.5 years ago. The most notable part of me, that most people don’t ever realize, is that I’m a Mormon and most of my games and movies (to-date) revolve around quirky things from the Mormon cannon of scripture and Mormon culture in-general. At this point
BoM works his mormon charm…
you’re probably considering NOT finishing this article since my plan is obviously to convert you to Mormonism, but I guarantee my motives are not underhanded in any way, I just find find a lot of inspiration from my religion. By the way, BoM stands for “Book of Mormon”.

Q:

Hmm.. that’s strange. I suddendly have an urge to be a Mormon… ANYWAY, that’s a pretty unique angle to approach Flash with.
I notice you wander in and out from movies and games, which do you enjoy more?

A:

Definitely games. It’s been one of my dreams to make video-games since I was a kid playing the original N.E.S. I feel a much larger (and faster) sense of accomplishment when I can make something work coding-wise compared with the tediousness of animation where you have to wait, sometimes, hours to see your efforts pay off. Plus, I NEVER thought of myself as having a mathematical/logical mind until I started dabbling with actionscript (I was always an “artist”) so I still get really pumped to explore that part of my skill-set.

Q:

I actually find more reward from animation because im a control freak and it drives me nuts when actionscripters dont do things exactly how I see it in my vision. Anyway, this is cliche but it’s still early in the year and I can get away with asking it: what are your resolutions this year, flash-wise?

A:

I’ve got a ton of unfinished projects floating out there some of which I’m really excited about finishing. One in particular has been in development on and off for almost a year and I would really like to release it this year. It’s the sequel to my point and click game Nephi’s Adventure. I’m working with a friend on it (me art, him coding) which is good in some respects because he’s extemely talented at coding and bad in other respects because he’s busy and our project has taken a backburner.
My largest project though, is a multi-player game for elementary-school kids to help teach them internet safety. It’s called “Wiggi-world” and follows a similar style as the popular “Club Penguin” MMORPG. Wiggi World is my first multi-player game and is therefore really exciting to work on. Luckilly I’m just in charge of the art and not the coding because I wouldn’t even know where to start. It’ll be deployed to about 15 elementary schools mid-February for beta-testing and will hopefully skyrocket in popularity from there. I got involved because I feel like it’s a worthwhile project with a good purpose and I’ve always wanted to be paid to make video-games. :)

Q:

What do you like to do when you are not slaving away at the next flash movie/game? Or are you like me and you just spend most of your time just sitting behind a computer updating websites and giving users bullshit excuses for not releasing a movie?

Valentine '29

A:

I’m a partner in a start-up company that makes web-based software for home builders. That’s actually my full-time job and my flash work is an after-hours activity. We’ve dumped a ton of cash into a huge booth at the International Builders’ Show in Orlando that begins in February and I’ll be flying out there to install graphics on our booth this Saturday. I also do freelance web-design with my partner who handles all the heavy coding and database stuff. More on the “fun” side of things, I tinker with, drive, and occasionally drag race my 1968 Ford Mustang. I also like snow-boarding and moonlit walks on the beach.(see photo) :P

Q:

What do you think your biggest strength and weakness is? I know that from every completed movie or project theres always something learned but is there a particular project or even a movie/game of someone elses that you’ve witnessed that has significantly sparked a particular change in your approach?

A:

My biggest flash inspiration was, honestly, Domo-kun’s Angry Smashfest…when I first saw it I literally said out-loud, “I didn’t know you could do THAT in flash!” This was before I got in on the Newgrounds scene and it was a serious milestone for me recently to work with one of the creators of Domo-Kun’s ASF (-Rog- from i-mockery) on Ivan Drago which was also sponsored by the other creator of DKASF, Tom Fulp!
As for my biggest strength, I’d say it’s development time. Because I have talent in both art and coding I can take something from idea to fruition fairly fast. I’m also getting pretty good at having the vision to plan things out correctly at the beginning of a project. For example, check out my last Pico Day submission… I created a destroyable terrain engine with a bunch of levels, unlockable characters, and various modes of gameplay in a grueling 20-day sprint. One of my biggest weaknesses is thinking I can do more projects than I actually have time for…then I get stressed with all my deadlines and enter berserker mode where I go on murderous killing sprees…

Q:

Ok so I’m going back to the religion thing because I think its sort of a unique and refreshing quirk in your flash work. With the majority of the newgrounds public being a violence-happy contraversy-hungry brood of teens/preteens, do you ever receive backlash for the religiously concious subject matters that you incorporate in your movies? It seems all the rage to be rebelious and ditch religion and embrace sex drugs and violence on the site, I figure that must put you in a unique position. When you first visited NG and were about to submit your movies to the site did you ever worry that people wouldn’t ‘get it’ or bash you for it?

A:

It’s been pretty surprising actually. I was really scared that the community would reject me off-hand when first submitting stuff to NG, but most people don’t even realize that there’s a religious theme. Given, I’m not super-overt about it, but a lot of the reviews I’ve received where people DO realize what the inspiration of a game or movie came from are pretty accepting. It really forces me to rely on originality in gameplay and style to try to compete with all the “Naruto, Super Mario Bros, Sonic” fans out there so that people can enjoy subject matter they are probably not familiar with.

Well that about wraps it up! Go in peace my child.

Featured Works

CLATOMIC 007 Catastrophe Royale Animation Invasion Its a Halo BETA Valentine '29 Pico's Blam Jam

More of Bomtoons | Bomtoons

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