Categories for Move or Die
This is the fifth entry in our short series of whimsical interviews with current team members of Those Awesome Guys.
Our fifth interview tackles our code artist and russian e-doggo, Alexey.
If you missed our previous interview, Maarten gave some great code cooking tips in our last interview. Read more…
Nick’s at it again with pumping out Devlogs. This time, instead of a content update or Q&A session, Nick decided to read some reviews on the Move or Die Steam Page. No surprises there then.
Have a look:
This is the fourth entry in our short series of whimsical interviews with current team members of Those Awesome Guys.
Our fourth interview features 5 star rated software Chef, Maarten.
If you missed our previous interview, Josh pushed some real story buttons last time around. Read more…
Nick’s been getting ready for his close-up for a few months now and has started putting up Devlogs about Move or Die again. The first short episode covers the fix for one of the most reported bugs in the game, as well as Nick’s general thoughts on moving forward with bug-fixing and content creation for Move or Die.
Check it out, it’ll take you less than a poop’s time.
This is the third entry in our short series of whimsical interviews with current team members of Those Awesome Guys.
Our third interview brings up Josh, resident computer-whisperer, to the mic.
If you missed our previous interview, Stevie summed up a 3D artist’s life pretty well. Read more…
This is the second entry in our short series of whimsical interviews with current team members of Those Awesome Guys.
Our second interview lines up Stevie, a man whose alphabet always starts with XYZ.
If you missed our previous interview, Lidia gave some pretty nifty answers last week.
Read more…
Since Those Awesome Guys was founded back in 2012, its internal structure never really resembled any accurate definition of a “team”.
With only a handful of people joining and leaving every now an then, collaboration was done throughout shorter or longer terms, but most of the time it was just Nick by himself.
After the release of Move or Die in early 2016, it was pretty clear that the team was long overdue for a much needed expanse, so Nick started to look into various avenues of recruitment.
Mostly posting silly things to reddit and seeing who replied, or foraging through the vast fields of modders until he found something edible, he eventually started filling out positions. These stemmed from the natural needs the studio started to have, rather than a pre-filled out game development studio template.
Read more…