Gaming Industry Q & A with Wayne Jameson, President of 12 Gauge Studio

Written by Kathryn Born
Published on Oct. 13, 2011

-Originally posted on TINC Magazine-

 

Megan E Doherty

 

MED: When and why was 12 Gauge Studio (12G) created - what was the impetus, or spark, that steered you in the direction of the kind of game you want to make? 

 

 

Wayne Jameson, President: I think that everybody that works in the game industry has one time or another had dreams of starting their own game studio or is a part of a studio they truly have a creative say in --where all the red tape and B.S. of game development would take a backseat, so a solid and fun game experience can emerge. So I kind of persuaded my two friends in starting our own grass roots studio and to make that happen.  We saw an opportunity to have that dream come true with creating high quality and entertaining iOS (iPhone and iPad) and Droid games.

 

Our current title Pirate Storm” was influenced by a very hard to believe, but true story about a Yacht being looted by modern day Pirates.  That story was told, and after a couple of beers my friends and I thought, fight[ing] off modern day pirates. This would be a great subject matter for a game.  So that is when Pirate Storm was born.  Pirate Storm” is a game and opportunity to show what 12 Gauge Studio is all about: Solid game mechanics, extremely fun gameplay, an art style that is all our own, which is done when it’s done, no shortcuts.

 

 

MED: Where do you see 12G fitting in, within the wider Chicago (and/or national) gaming industry/culture? 


WJ: To be honest I think the gaming industry is going through a massive shift.  The days of huge publishers being needed to put out a game have ended.  With services like Valve's Steam, the App Store, and the Android Market I am very happy to say that grass roots game development is coming back.  In my opinion games needed this breath of fresh air.  In terms of fitting in Chicago-wise I don't see many studios like us... YET.  12 Gauge is compact, nimble, independent, and funded so we're unique.  I think with what I said earlier, nationally studios like 12 Gauge are around and more will be popping up.

 

 

 

MED: What's 12G up to now?  What are you working on, or what's the next big thing for you?


 WJ: We are working on Pirate Storm. It’s an Arcade fixed shooter, with some fun twists, that’s based on an Original IP.  That is where all our attention is at.

 

MED: What's your goal, for 12G, from a sales/marketing perspective? 


WJ: With any business you do have to make money and I think with our size we can very easily do that.  Our goal is to make enough where we can start rolling onto our next game and have our studio known as a high quality game creator.

 

MED: What's your 'dream' for 12G - what would 'success' look like for that company?


WJ: In the near future we would love to be rubbing elbows with the likes of Spooky Cool Labs and Toy Studio.  Our long term goal is to be the size of the likes of Nether Realm, Day 1, Phosphor, and Wideload.  With that size in mind though, we must be mindful not to lose our culture and our mission in that growth.

 

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