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Burning Ambition Part 2-B: An interview with founder and CEO Steven Hammans

by Christopher Buckner on Mar 5, 2008 at 10:00 AM

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burning man studios ceo steven hammansQ.Tell us about yourself.

A. I am Steven J. Hammans Company Director and Producer at Burning Man Studios, which I founded in August of 2007; however I had been networking with various people that had a strong passion like me, to break into the game development industry for about a year prior. I am 26 years of age and live in London in the United Kingdom

Q. What previous experience did you have before joining Burning Man Studios (BMS)?

A. I have had previous experience in film and TV. I used to work for a human rights TV channel in the UK and have working on several films in the US as first assistant cameraman. I have no formal qualifications in game development or management. I am a self-taught highly motivated individual, combining creativity and logic into everything I do, as well as having fun at the same time. I have experimented with almost every program used in the development of games to give me a greater understanding of each step of the process as well as playing many games of different genres (we all need to have fun sometimes)

Q. How do you think that past experience has helped to prepare you for working with a game company?

A. I believe that seeing things from as many perspectives as possible from the development of games along with the actual players experience has taught me a lot of what I need to know. I think the main thing that helped me to ascertain the right experience to work with game development was leading a clan/guild in an MMO. This may sound strange but it teaches you a lot about how to deal with people as you speak to them regularly. You are continually helping them and guiding them as well as solving problems. A lot of planning goes into it. There are ups and downs lows and highs but, as a leader, whether it be of a company or a guild/clan, you need to be able to work with people and organize things well. A lot of the contacts I made for the company was through playing games. There is a lot of trial and error but that’s just life.

Q. What do you hope to bring to Burning Man Studios and its primary game title?

A. My development team and I plan to bring a new breed of online games to the consumer, with a new depth never before attempted on the same scale, which we have dubbed “Total Immersion.”

Q. What has been most challenging for you?

A. There are two main challenges I have had to deal with thus far. First and foremost is funding which is hard for any company just starting out. Secondly, I would say finding the right people for the project. We have had some trouble finding enough people to volunteer their services until we get funding. And by that I mean people who really care about the game as much as I do. However, that being said, we have a good team going now and contracts will be drawn up as soon as we obtain sources of funding.

Q. What has been most surprising for you so far?

A. The most surprising aspect of this endeavor for me would have to be the passion of the existing team members to be the best that they can be. It astonishes me the commitment, dedication and love they all posses for the company and the game. I could never have hoped for a better group of people.

Q. What tools/software do you use?

A. I use Microsoft Office 2007 to keep myself organized. As the team members are scattered throughout the globe good communication is key. Therefore we use Microsoft Messenger, Ventrilo, IRC, Email, Skype, Phone and fax to communicate as well as a forum and a wiki for organizing the work process.

Q. What do you hope to get out of Burning Man Studios?

A. I am already getting what I want from the company - enjoyment. I love what I’m doing and I love the people that have been drawn to the project.

Q. Did you have a previous interest in video games prior to your work with Burning Man Studios?

A. Yes. I have played computer and console games since as far back as I can remember. They are my life.

Q. How did you come to join the team at Burning Man Studios? What drew you to the project in the first place?

A. A friend I met playing MMOs got me into filming and video editing for a human rights TV channel which was my base for building upon. Also, another friend I met through playing MMOs started in the filming industry in much the same way I have started BMS. He asked me to work on his first real movie as first assistant camera. I agreed to volunteer my services to his team. He was my inspiration for founding Burning Man Studios. it was the way he worked, his attention to detail, to think “out of the box” to see things from different perspectives.Most of all it was his love for what he was doing.

Q. How far do you think the company can go? And what place would you like in it down the road?

A. There are no limits, nothing is impossible.

Q. Have you found working with people that live hundreds, if not thousands of miles apart from one another and in different countries difficult?

A. Not at all. As I said we have good communication infrastructure set in place and it brings in more diversity and different perspectives to the company and our games.

Q. What do you think the state of gaming is now? And what do you think BMS can bring to gamers and the industry?

A. The current state of gaming at present is a sad situation. It’s the same, repetitive thing over and over with only slight variations of the same thing. Most developers seem to duplicate decade-old ideas that bring very little new content and style to the industry as a whole. I think us here at Burning Man Studios can bring a new diverse and colorful experience unlike anything seen before to the gamer, a new experience that really connects the player with the game the players and themselves.

Q. Be honest. Do you think BMS is just another fan-hobbyist group looking to get rich with a wild idea, or is there some really behind the company?

A. If only you knew the development team as well as I do, you would be in hysterics if someone asked you that same question. The team is comprised of only the most dedicated people. We don’t just let anyone join the project you have to have a true love for what we are doing, you must have the same vision, the same dream, the dream that we are burning into reality.

Q. What are your thoughts on MMO’s as that is BMS’ ultimate goal?

A. My thoughts on MMOs is the same as the whole gaming industry - its stagnant and unchanging. I can’t comment on what we will be doing different at this stage but I will say “buckle your seat belts and prepare for the ride of your life.”

Q. What, if any mark, would you like to leave behind, both in the BMS and its game, and the game industry in general?

A. We are pioneers, explorers, artists and scientists in respect to what we are attempting, and our flagship title Conquest of Heroes will speak for itself in more ways than one.

Q. What marketing are you, or have you, planned for?

A. At this stage of development we do not have any marketing strategy in place. However, that being said, we have been bouncing ideas off each other and are confident that we will have a marketing strategy in place by the time we have finished the tech demo.

Q. How do you feel your team has worked out so far?

A. The drive my team has is amazing and what’s even more amazing is the way everyone on the team has that same dream, the dream to be creative and to succeed . They put a lot of time and effort into the project because they know as I do that we will succeed in our endeavor. I have up most respect for every member of the team and because of this they have respect for me, it’s a mutual understanding we all share, unwritten until now.

Q. What have you found to be the most rewarding and frustrating so far working with BMS?

A. I would have to say that the most rewarding thing about working with Burning Man Studios would without any doubt be earning the friendship of the team members, it’s not just about being in charge, you have to care about what you’re doing and who you are doing it with, and I do. I love it.

Q. Do you believe your current game title will appeal to a wide audience, or is it selective?

A. Yes, our flagship title Conquest Of heroes will certainly appeal to a wide audience. I say this because our game will capture the creativity of the player no matter who they are, no matter their personality or gender. It will appeal to people from all walks of life. I can’t go into details at this stage but I can and will say that our “Total Immersion MMO” will capture the hearts and minds of a vast audience. And that includes people new to MMOs and even games in general.

Q. How do you intend to be different then all the other large, small and independent companies that are developing MMO-based games?

A. As I have already said a truly new and innovative player experience unlike anything seen, we at Burning Man Studios are not content to just settle making another clone bringing only a few new ideas into the industry. We want to bring something meaningful, something that makes people think and learn whilst still having enjoyment. With the release of our flagship title we believe that other developers both big and small will take a look at what we have done, and bring their own diversity to a industry where new ideas and creativity is becoming rapidly stagnant.

Q. What is BMS’s main focus at the moment? Demo? Recruitment? Funding? Etc?

A. Burning Man Studios’ Main focus is the completion of the demo although we are still planning and working on other aspects of development funding being the second main focus. It’s a sad situation but, in the real world, as they say, you need money to make money.

Q. When will there be a point that you abandon your goals and company? What do you think can bring you to that point?

A. There will never be a point when I abandon my goals or the company. I know nothing can bring me to that point because I will not let it. I do everything I can to make this a success and nothing will stop it. We love what we do and we do what we love - this is our dream, our reality, our love and that’s why we will succeed.

Q. Will Conquest of Heroes be only for the PC? Do you have any plans on brining the game to next-gen consoles, the Mac, or other sources?

A. The Conquest of Heroes demo is being developed for the PC only. However, the retail version will be ported to as many sources as possible from next-gen consoles to Mac to Linux based systems. We already have people on the team skilled in other systems than just windows which will make the transition much easier.

Q. Have you determined if Conquest of Heroes will be free-to-play, or will it have a monthly fee?

A. Conquest of Heroes will be both subscription and pay-a-day, however I can’t give you any more details about price at this time but I will tell you that the reason we are charging and not releasing as a free-to-play game is because we will be having regular updates which will alternating from week to week. Again, the reason we decided to implement this particular patch system will become apparent in the future.

Read all 10 weeks of “Burning Ambition: How to make your mark on the videogame industry:”

Site [Burning Man Studios]

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