Q&A: Everyday Shooter creator Jonathan Mak

The indie developer behind Sony's latest downloadable PlayStation 3 game talks about his indie hit, from its start as a puzzler to levels that didn't make the cut.

Everyday Shooter

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Although Microsoft was the first of the console makers to the downloadable gaming party, Sony is trying to make its own entrance into the market stand out. In addition to retail-caliber games such as Tekken 5: Dark Resurrection Online and Warhawk, the PlayStation Network is building a portfolio of distinct games culled from the indie-development scene, such as fl0w and Everyday Shooter.

Released earlier this month, Everyday Shooter is the console debut for the one-man studio Queasy Games, also known as Jonathan Mak. An unapologetically "arty" take on the resurgent dual-analog-stick shooter formula, Everyday Shooter is a conceptual album of abstract shooting games. Each level of the game is a different song, with its own unique enemies and combo chaining rules, and each dispatched adversary explodes into a new beat of the interactive soundtrack.

Everyday Shooter raised its profile at the Independent Games Festival in March when it earned awards for Design Innovation, Excellence in Audio, and a GameTap Indie Award. With the game freshly available on Sony's PlayStation Network, Mak took time out to speak with GameSpot about the process of making Everyday Shooter, as well as what tomorrow brings.

GameSpot: What previous experience in the game industry do you have?

Jonathan Mak: In the industry? I guess none. But I've been programming games on my own since about '97 or '98. And about two years ago, I was working for some guy as a game programmer on contract. I don't know if that's "in the industry." Probably not, but I've never worked for a studio or whatever.

GS: Did you ever have that as a goal?

JM: When I was a kid, that's when I was sort of disillusioned. Then I met a friend in university and he started showing me this whole indie scene I'd never seen before. And I thought, "Why would I want to work for a game company when I could be doing cool stuff like this?"

GS: What disillusioned you?

JM: I don't know. When I was a kid, my only outlet for seeing games was through magazines like PC Gamer. So the only games I had access to were the big, huge mainstream games. I wanted to make games, and for me the definition of games was these big, huge megagames. I'm not saying that blockbuster games are bad or anything. I just think the indie space is where I feel more at home... I'd rather just put out my own games and get a day job [than make a game for someone else].

GS: Did you have any art or music experience? There are pretty strong elements of both in Everyday Shooter.

JM: I might have started writing music when I started programming, but in a much smaller capacity. I've made music on my own in the past, separate from games, but they're not very good songs, I don't think. I hate to admit it, but I think I'm a much better programmer than I am a musician. My experience is just [messing] around with synthesizers and guitar.

GS: What are you going to work on next?

JM: Here we go again. I have this rule that I developed when I was in grade school. I met a friend and we used to talk to each other about our projects. "My game's gonna have this feature and this feature." But after talking about it, we'd never end up finishing it. So we came up with this rule that you just don't talk about it until it's done, until you can actually show whatever it was you were going to say. And that was great motivation to finish it. Also, it sort of loses its magic once you start talking about it. The idea's just not ready for any dialog yet.

GS: Are you planning to work with Sony on that one also?

JM: Well, dealing with Sony so far has been pretty great.

GS: Have you had to break the rule about not talking about it to explain to Sony what your next game will be?

JM: Oh no. I haven't told anybody. The thing is, I could tell you now, but in a year from now, it's probably going to be something completely different.

GS: Was Everyday Shooter the same when it was in that phase before you could talk about it?

JM: It used to be a puzzle game. [Laughs.] As silly as that sounds.

GS: How'd it make that evolution?

JM: I tried to make a simple puzzle game with chaining, because I was really into Every Extend and Lumines. But I couldn't figure it out, so I just decided, **** it, I'm just going to make a shooter, because clearly I don't know what I'm doing. Let's see if I can make a good shooter, back to basics.

GS: Most art games borrow from cinematic conventions for its arty elements, narrative especially. Everyday Shooter seems to borrow from abstract paintings and music with its album structure more than film. Is either approach to pushing forward games as art easier or better suited to the medium?

JM: It's not a scientific thing. What really makes games art is when people start to find their own meaning in them. For me, games have been art since years and years ago. That's the only reason I'm doing what I'm doing. It's all about people being able to deconstruct the work to find meaning on their own terms... It's not that the creator creates art; it's that the audience makes it art for themselves.

GS: Every album has a couple of tracks that don't make the cut. How many levels did you start for Everyday Shooter that didn't make it all the way through?

JM: One, two, three, four...at least four. A lot. At least four. Some start off where I might have an idea... Oh. Five. Sorry. So there's an idea and it just keeps evolving. It's hard to pinpoint a time where I said, "That could have been a song." It could have evolved two or three times in a day or a week. I think it's safe to say that for every enemy you see on the screen, there's one or two iterations before it, or maybe three.

GS: Could we see any more remixed, or new levels, or B-sides as downloadable content?

JM: I don't know. I really want to work on my new game.

GS: Is there any interest in doing a sequel?

JM: I don't know. I really want to work on my new game. [Laughs.]

GS: Could you see ever releasing some sort of soundtrack for Everyday Shooter for the people who like music?

JM: There was an idea for it back then, which was more than just releasing the songs, but again, I want to work on my new game. [Laughs.] The songs are also kind of old now, and to release the background music by itself doesn't really make sense. They only make sense in the context of the game, so that's a tricky one.

GS: Why no online leaderboards?

JM: There are two reasons. I was sort of uncomfortable with leaderboards. I looked at leaderboards for other games and I noticed all these weird names, sometimes offensive names, and I thought that was like the bad kind of graffiti. I like graffiti, but sometimes there are very offensive ones. I thought it would give a wrong impression of the game and move it away from what it was trying to be.

I also didn't want people to use the game as a way to be superior to someone, like, "I'm number one in Everyday Shooter so ***** you all!" That's not really the point of the game here. Though I have to admit [that] when you do play the game for score, that's fun. It opens up all these strategies, and that's why I included my high scores. I also included them to show that there's a lot to the game, that there is a way to score 1,000 points on the first level.

Also, when I was working on Everyday Shooter, before I was finished, I was already burnt out. This has been an ongoing battle to make a game that I like since '97. I was burnt out from working on the job and also doing the game. After signing on with Sony, it felt like I was finishing the game twice. I went through the process on the PC, and then doing it again on PlayStation 3. My energy level was fairly low. I can't justify why it took three months to port it. I look back and wonder what the hell I was doing.

GS: I know you're excited to work on your next game, but is there any inclination on your part to move on to team-supported development and larger projects of the sort that originally got you into gaming?

JM: I do have fantasies of making a big game, but it's not in the realm of reality right now. I still feel like I have so much to learn in terms of making these small games. There's a lot to learn before you blow a million dollars. But it's not a goal or anything.

GS: You won't talk about your next project, but can you at least say if it's going to be another one-man operation?

JM: I think so. I have a pretty clear vision of what I want to accomplish on it. I'd be too stubborn to work with someone else on this.

GS: Do you think the stubbornness is what scared away other publishers from Everyday Shooter?

JM: Yeah, totally. Mind you, it's easy to trash-talk publishers, and some of them... Yes. But you have to respect that they employ hundreds of people and they can't just lose money, because not only does the one guy at the top lose money, but employees lose their jobs.

37 Comments

  • Agermemnon

    Posted Nov 5, 2007 9:59 am PT

    Looked on PSN EU last night and it's still not out here yet GGGRRRRRRRRR Sony EU get your arse in gear please

  • collaspedasd

    Posted Oct 31, 2007 5:02 am PT

    should i get this?

  • ReggieNametaker

    Posted Oct 30, 2007 8:31 am PT

    Ive seen how some people on different forums (not on gamespot) have simply passed him off as the american equivalent of Jeff Minter. Tbh thats just a very lazy comparison, Jeff clearly has a psychedelic feel in his games whilst Mak's have a less restrictive, more freeform and undefined style to it. Sure there are the odd visual similarities but the differences in terms of how his games are structued that outweigh the visual similarities.

  • Reetesh

    Posted Oct 29, 2007 11:42 pm PT

    Another nice interview

  • normsta

    Posted Oct 29, 2007 2:19 pm PT

    great game!! 9/10

  • Ock78

    Posted Oct 26, 2007 12:35 pm PT

    This Dude is cooler then the other side of the pillow, and as far as the game I downloaded it today WOW it sucks you right in you have to try it

  • shroom76

    Posted Oct 25, 2007 6:19 pm PT

    everyday shooter somehow is one of my favorite things to do ever. i cant call it gaming but i like doing it.

    its relaxing yet perplexing, and everytime you go through a level you get a different interpretation of it. my favorite one is the big"eye" so far, little robots making it bigger and building it up as they go, then the eye opens and random specs fly at you. im still trying to figure that part out, and play teh game at the same time.

    i love you jonathan mak

  • R-Force

    Posted Oct 25, 2007 1:16 pm PT

    Yeah, we don't even have the R&C: TOD demo yet.

  • Agermemnon

    Posted Oct 25, 2007 9:35 am PT

    So is it available for uk psn ? don't recall seeing it there is all .

  • normsta

    Posted Oct 24, 2007 7:59 pm PT

    This is why people need to support sony. get a ps3 people sell your piece of hit 360 if you need too. i'll keep mine since i own both. even though theres like 2 inchs of dust on my 360. and this guys cool i seen this game at a competition called T.O Jam in toronto. i found this game pretty cool but never thought that it would be this big. Damit i should have shook this guys hand!

  • Cablestein

    Posted Oct 24, 2007 4:02 pm PT

    Hey isn't this Rez from Dreamcast?

  • mrfrieze

    Posted Oct 24, 2007 2:25 pm PT

    Anyone that has not played Everyday shooter needs to download it now! If your a 360 guy head over to your buddies house and download it on his/her system. You'll love it. It will leave you wondering why you hate the Playstation so much. It's an amazing game. Yes its a another ship shooter game but this one just takes the cake. This game gets a 10 from me.

  • dorohala

    Posted Oct 24, 2007 1:17 pm PT

    Am begining to like him already LOL!!!

  • americahellyeah

    Posted Oct 24, 2007 11:21 am PT

    wow, this guy is awsome. The game industry needs more devs like this.

  • kyo_tetsuei

    Posted Oct 24, 2007 9:20 am PT

    Everyday Shooter is an amazing game, and reading this interview just completely made me a fan. This cat totally has his head in the right place, and I'm definitely looking forward to what he's got coming next.

  • skirlnik

    Posted Oct 24, 2007 9:04 am PT

    His game makes me smile, and is seriously a must-play. Sometimes things just get so crazy I lose where my character is, but I still manage to keep playing and rack up the score. Pure insanity - great work Jonathan. I'll be looking forward to your next game. Keep that indie spirit.

  • pinksandcocaine

    Posted Oct 24, 2007 7:09 am PT

    I wouldn't worry, it doesn't look as random as Space Giraffe whatsoever... although I do love that game.

  • Sheiko

    Posted Oct 24, 2007 6:57 am PT

    This guy speaks the truth therefore his game must be really good from the way he talks about it.

  • jknight5422

    Posted Oct 24, 2007 6:39 am PT

    I hope this isn't another game like Space Giraffe where there is so much crap blurring the screen you have to ask yourself "Where is $%@*ing game??"

  • MrShenmue

    Posted Oct 23, 2007 11:56 pm PT

    Everyday Shooter is fun time super joy joy kind of feeling.

  • KamuiFei

    Posted Oct 23, 2007 10:38 pm PT

    Granted, I haven't played Everyday Shooter, but this guy makes me want to now. Definitely gonna get around to it. The industry needs more guys like him.

  • alberto2045

    Posted Oct 23, 2007 8:51 pm PT

    is this game good? I saw a video of it from the PS store and it didnt look that great

  • greystone227

    Posted Oct 23, 2007 8:07 pm PT

    I totally understand where he's coming from when he talks about wanting to work by himself. I'm making a game for a TSA (high school club) competition and I have to work with a team of 2 or more to compete. I'm really the only one that knows how to do anything though, and I hate having to listen to other people's ideas when I know what I want to do already. I truly envy this man though. I would give anything to have a job like his, getting to make my own games for a living.

  • RaiKageRyu

    Posted Oct 23, 2007 7:57 pm PT

    He sure definitely won me over.

  • jakndaxter7223

    Posted Oct 23, 2007 7:45 pm PT

    i love ES

  • wooooode

    Posted Oct 23, 2007 7:00 pm PT

    I love this game and cant wait for his next project it is so modern and simple. The music just sets a perfect mood.

  • jsratm

    Posted Oct 23, 2007 6:55 pm PT

    i like this fellow. he's honest and obviously super talented.

  • Latinbro1

    Posted Oct 23, 2007 6:55 pm PT

    Everyday shooter is both addictive and tough. Like i said in my reader review i didn't think much of it when I saw it at E3 but bought it nonetheless and I don't regret it. I love super stardust but I've already spent much more time on Everyday than on the stardust.. It's the music-art synthesis that gets you

  • Jersey-Gamer

    Posted Oct 23, 2007 6:31 pm PT

    Great interview!

    Anyone who has the opportunity should give Everyday Shooter a try. It's an amazingly well-rounded product--a true fusion of art (imaginative visuals and great music) and arcade-style gameplay (discover the chaining system on each level to increase your scores). It's clear Mr. Mak put a lot of love into this project. I'm eager to see what he comes up with next!

  • 5FingersOfDeath

    Posted Oct 23, 2007 6:15 pm PT

    I think this guy wil inspire some folks.

  • Lone_Wolff

    Posted Oct 23, 2007 5:55 pm PT

    Pretty funny guy, Jonathan Mark, I salute you for your attitude towards keeping it your way. I hope he puts out more games like this one, its great to see originality like this still in the gaming industry(even if he isnt a part of it )

  • kinglink2

    Posted Oct 23, 2007 5:36 pm PT

    Three monthes to port Everyday shooter. Wow. Which is actually really short for a single person but for a game this size it's too long if he had assistance.

    Great to see this guy is working on a new game. One of the flaws of creating a studio or going for a multi game deal is if someone buys your studio you can only greenlight what they will pay money for. Sadly if your first game sells well... guess what you're making for the next X games.

  • jmangafan

    Posted Oct 23, 2007 5:30 pm PT

    Just reading the interview makes me want to play this game. I'm a sucker for things made by a single guy. Like Ragdoll Kung Fu and Voices of a distant star.

  • PsychoLord13

    Posted Oct 23, 2007 5:28 pm PT

    I want to see Guitar Tabs for the music. Really, I wanna play this

  • lamprey263

    Posted Oct 23, 2007 5:25 pm PT

    I was looking forward to this game and I didn't like it that much after first playing it, but slowing it has been beginning to grow on me. It's a beautiful game.

  • DonutTrooper

    Posted Oct 23, 2007 5:25 pm PT

    The day EA buys out the company he works for just to take his talents is the day you will see a grown man weep.

  • fireblazerx

    Posted Oct 23, 2007 5:15 pm PT

    This Jonathan Mak guy seems like a really cool dude. Strikes me as one of the most imaginative people to make a game after playing Everyday Shooter.

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