Originally posted at Diehard GameFAN
The path from independent to retail is a long and selective journey,
but given the resources available to aspiring developers today, we are
seeing a resurgence in original ideas akin to when computer games could
be written by a couple of programmers on a computer in a garage. While
the advance in technology has made the “garage studio” model extremely
difficult, it certainly isn’t impossible, and today’s up-and-coming
developers are finding ways to battle the hardships involved in the
process. Tomorrow, gamers will be able to get their hands on the
results of the newest rise of the independent game, The Misadventures of P.B. Winterbottom.
P.B. Winterbottom comes from the minds of graduates of the
University of Southern California’s Interactive Media MFA program. In
2008, the Odd Gentlemen started off as an independent studio founded by
Matt Korba and Paul Bellezza. Now in 2010, they are setting out to
expand their mission of making experimental games. The first of these
titles is a re-imagining of P.B. Winterbottom, set to be
expanded and improved upon thanks to the Xbox 360 hardware and
published courtesy of 2K Play. The publisher has taken a recent effort
to expand on its portfolio with key downloadable titles on the Xbox
LIVE Arcade format and so far, P.B. Winterbottom is looking like a perfect, and surely an original, addition to the service.
Hot off the heels of the development of The Misadventures of P.B. Winterbottom,
The Odd Gentlemen co-founder Paul Bellezza took some time out of his
schedule to answer some questions in regard to the game and its
development, The Odd Gentlemen, what it was like to develop games
independently, what the future holds for the company and more. We
figured someone whose initials were P.B. would give us the best insight
on The Misadventures of P.B. Winterbottom (although we had to
lock up all of our pies), so please continue reading as we examine the
past, present and future with Paul Bellezza:
DHGF: To set the stage for those not in the know, can you introduce The Misadventures of P.B. Winterbottom to our readers and describe what makes the title a unique experience?
Paul Bellezza: The Misadventures of P.B. Winterbottom is a 2-D
side scrolling puzzle platformer starting the nefarious P.B.
Winterbottom – pie thief extraordinaire. The game takes place in a
macabre silent film inspired universe and involves Winterbottom’s quest
to chase the elusive Chronoberry Pie, which has caused P.B. to become
unstuck in time. Because of this, Winterbottom receives the ability to
record any of his actions and spawn time clones that repeat his
previous actions. With the help of these time clones, Winterbottom can
stand on his own head to get to higher places, smack himself or his
clones with his umbrella, which is a launching mechanism, and can be in
multiple places at once. All of these tricks are good for one thing:
Nabbing delicious pie.

DHGF: P.B. Winterbottom’s noir motif definitely gives
the title a unique identity. What are your concerns in regard to
current gamers being “spoiled” on today’s visuals? What kind of
challenges did producing the title in this art form produce?
P.B.: In this current generation of consoles, the march over the
uncanny valley is expensive, draining and consists of mostly green and
brown color palettes. We don’t care about creating visuals that are
photo real. We feel we get enough of that in the real world. We’d much
rather create stylized worlds that are bent, twisted and fantastical as
these are the types of places we dreamed of as children. These are the
worlds that suit the games we want to make.
In terms of Winterbottom’s development, we were able to create
our aesthetic by modeling all of our assets in 3-D with global
illumination, exporting them to 2-D and then painting them over. While
we were able to create a one-of-a-kind look, it’s the most inefficient
art pipeline ever. In essence, each puzzle scenario has as much detail
as a movie set. It was a balancing act trying to keep the bar of high
quality up during production. Stylized art is hard work but it tends to
age better in the long run. Games from the PlayStation One 3-D era were
cutting edge at one point but, by today’s standards, they are unsightly.
Now that’s not to say we don’t appreciate the glitz and glamour
of today’s modern games. Uncharted 2 is one of our favorites. We just
don’t have an interest in making worlds that utilize that style.
DHGF: Can you expand on the game’s silent movie inspiration?
Were there any silent films or actors from the time period that
directly inspired P.B. Winterbottom?
P.B.: We’re fans of Charlie Chaplin, Harold Lloyd and Buster
Keaton. There are several segments in the game that are heavily
inspired by Harold Lloyd’s Safety Last and Buster Keaton’s Sherlock Jr.
A Trip to the Moon, The Cabinet of Dr. Caligari and Metropolis inspired
us as well.
DHGF: The original development page for the title shows a
number of concepts for the P.B. Winterbottom character. Can you reflect
on the evolution and creation of the character? How did you know when
you finally had exactly what you wanted in the character?
Paul: Our creative director, Matt Korba, modeled and animated
the first version of Winterbottom, which we used in the student version
of the game. Even in the student project, Winterbottom went through a
few transitions. We knew we wanted him to creep around in a
gremlin-like manner while keeping an air of dignity around him. When we
started the commercial version of Winterbottom, we set out to revamp
the character for HD. With the help of our concept artist, Vincent
Perea, we began rethinking him. We added more details to his face and
attire and got him re-modeled and running in the game world. Several
months later, Matt Clausen, along with Korba, decided we wanted to
revamp him a third time. In this final pass, we gave him a new color
treatment and added extra details like black shadows around his eyes,
while reshaping his head to make for a better platform. We almost
didn’t have enough time to get the final version in the game but once
we got a set of test frames into the game itself, we knew he was where
we wanted him to be.

DHGF: So far, the title seems like a pretty big victory for The
Odd Gentlemen. What was your initial reaction to a publisher such as 2K
Play being interested in your title? What kind of a process was
involved in going from an independent effort to a spotlighted retail
release?
P.B.: The whole journey has been an amazing but surreal journey
for us. We never had any inclination that this would turn into a
full-fledged downloadable console title. As students, we were only
interested in making the best game that we could make. The real turning
point for us was when the game earned entrance into the Independent
Games Festival at GDC 2008. Demoing the game on the show floor at GDC
opened up a ton of doors for us. We met every major publisher in the
industry and garnered attention from the gaming press. 2K Play was one
of the first publishers we spoke with and from the get-go they made it
clear that they would support our creative vision for the game. After
signing with 2K, they provided us with tools and resources to get our
studio up and running. It has been very collaborative, as they’ve
worked with us to develop a schedule that would best suit the
development of the project. All in all, it’s been a smooth working
relationship.
DHGF: Do you think P.B. Winterbottom would have
had the same appeal if it would have been built in the suggested Ogre
3D, as a postmortem for the USC thesis build indicated? What is it
about the differences between 2-D and 3-D that you feel defines a game
and how it is approached and developed?
P.B.:To be frank, we couldn’t have pulled off the look we have
achieved with The Misadventures of P.B. Winterbottom for XBLA if we
used Ogre 3D. The type of shading and lighting used to make our models
just wouldn’t have been possible to do “live.” Furthermore, we were
interested in making a puzzle platformer and a 2-D plane was the way we
envisioned the game happening. As a puzzle game, we wanted the player
to be able to see the problem they were facing in one shot. Were it in
3-D, the puzzles would have required a different type of design that
wouldn’t necessarily work the same way. So the decision to design the
game for a 2-D perspective was a deliberate design choice.
DHGF: What aspects of the game were made possible through Xbox development as opposed to the Adobe Flash format utilized originally?
P.B.: Developing the game on the Xbox gave us more raw power
than what was available to us in Flash. Therefore, we got more clones
on the screen, higher-resolution assets and less slowdown.

DHGF: With the original product, were there any instances or
comments that still stick out in your mind when the game was showcased
at the Independent Games Festival 2008?
P.B.: The critical response was overwhelming. I don’t think
anything else will compare … well, maybe upgrading my 1999 Chevy Prism
to a non-broken, smelly car will … but nothing else.
DHGF: What does it mean to you as an independent developer to have the awards and press you’ve been receiving thus far?
Paul: I felt honored by the warm reception we received from the
gaming press and industry. When we were at E3 2008 with Indiecade, we
received several E3 award nominations. We were flabbergasted that our
little student Flash game were uttered in the same sentence as titles
such as Mirror’s Edge, Prince of Persia, and Spore. The awards and
press help with morale, but we never lose sight of the fact that
attention is only as good as the game you are making. We pour our
energy into making the best games we can and everything else is just
gravy.
DHGF: What is next for The Odd Gentlemen? Would the team
rather move on to bigger, disc-based games? What is the ideal genre the
team would like to work on and why? How is the company mission
statement of being the buffest development team in the world working
for you?
P.B.: We have another game baking in the oven right now and it’s
just as crazy as Winterbottom is … and it’s in COLOR. As for disc-based
games, it’s not out of the question for us in the future but we’re not
in a rush to go big. The size of the game we make will be determined by
the game design and direction we’re chasing, so if an idea warrants a
large scope, then perhaps we’ll end up making a disc-title.
It’s no fun working in genres… we want to shatter them.
Well, we definitely have a lot of muscle under our post-crunch
love handles. So in that regard, I’d say it’s going quite well. Making
a game about delicious pie was not good for our goal.

DHGF: What are your thoughts on the overall landscape of the
independent video game development scene? Is there any advice you would
give to someone with aspirations for getting into independent video
game development?
P.B.: The indie game scene has a lot of interesting games.
Developers take big and very exciting risks. As long as people are
passionate about making games their way, then the indie scene will
continue to yield more great games. Every year the number of
submissions to the IGF and Indiecade increases and this is testament to
a new generation of self-guided game developers rising up. It’s awesome!
Advice for anyone passionate enough to going into independent
game development, the best tenet we recommend is to make sure the game
you’re making is personal to you. When a game is personal to the
creator, it shows in the design and is more effective.