Like a ninja: N++ video game takes N to a whole new level (make that 2,360 levels)
A project that began as an experiment when they were 重口味SM undergrads more than a decade ago has landed Mare Sheppard and Raigan Burns a worldwide distribution deal with Sony鈥檚 Playstation.
Sheppard and Burns are the creators of N++, a video game in which ninja players must avoid deadly traps and enemies, including an evil ninja twin, as they race to find an exit from each increasingly difficult screen.
According to Burns, the first version of the game, N, released as freeware in 2004, was inspired by the same kind of graphically simple games they enjoyed themselves. 鈥淲e took bits of different games that we liked and combined that with our own ideas about physics and movement.鈥
They posted their creation at freeware sites and shared it with friends. 鈥淲e didn鈥檛 know if it would be a success until we got feedback from other people,鈥 says Sheppard. 鈥淚t started snowballing from there.鈥
Burns describes the new version of the game (the third, following N+, released in 2008) as less of a sequel than a more perfect rendering of the original. 鈥淭his one is our final vision 鈥 what we were always shooting for but never able to accomplish until now.鈥 Adds Sheppard: 鈥淵ou make a lot of mistakes and learn a lot over 11 years.鈥
The new release is making headlines at home and around the world, from the and the to , the and more.
鈥淣++ is a beautiful example of how video games teach players to build relationships with the unseen, turning them into a living connection between the observable world of objects and actions and the invisible simulations of gravity and logic that govern them鈥 ()
N++ preserves the original game鈥檚 minimal graphic look (some levels are inspired by the brutalist architecture of Robarts Library, according to Sheppard) but adds music and a rich colour palette.
There are also intriguing new enemies and thousands of new levels of play 鈥 2,360 in total.
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Unlike many game developers, Burns and Sheppard didn鈥檛 take courses in the subject while at U of T; back then, the university didn鈥檛 offer any. To work on N, they had to find time outside of class. Both are pleased that U of T now offers courses on game development, including one jointly with OCAD University.
鈥淲e would have loved to do that course,鈥 says Sheppard. 鈥淚t鈥檚 awesome! Now there are all these resources and ways for people to learn and get started.鈥
The community of independent game developers that has sprung up in Toronto also didn鈥檛 exist when Burns and Sheppard were creating N.
鈥淲e started doing meet-ups in 2008 in a small bar with a couple dozen people,鈥 says Burns. 鈥淓ventually, we had to move bars because hundreds of people would show up. There鈥檚 been explosive growth in people making games.鈥
(At right: Burns and Sheppard visit a graphic artist in Berlin to source concept art for N++.)
With success under their belt, they are often approached by new developers for tips on breaking into the industry. Just go ahead and make a game, advises Burns: 鈥淭ry to re-create Tetris, because that will give you a taste.鈥 Oh, and 鈥渂e prepared for a lot of work.鈥
Sheppard notes that the market for games has become extremely competitive, so it鈥檚 essential to have a concept that stands out and the passion, and patience, to work on it for the long haul.
鈥淜eep trying till you find something that really speaks to you. We were making a game that we loved and really wanted to play. We didn鈥檛 know it would be a success. But we were happy with it.鈥
After being single-mindedly dedicated to N for 11 years, Burns and Shepard say they are now ready to explore new game ideas (鈥渢aking small things and sticking them together to see what works,鈥 says Sheppard), though they are not quite leaving N++ behind. They鈥檙e polishing additional game levels, which will be released over the next year as updates.
鈥淚t鈥檚 really hard but really rewarding,鈥 says Sheppard. 鈥淵ou get beaten down a lot. So you have to define success for yourself and love what you鈥檙e doing.鈥 Adds Burns: 鈥淭he main thing is to have fun and experiment.鈥