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...or, at least, a transcript of the most Jazzpunk and game dev-related bits. They go off topic multiple times to talk about films and games, so thereâs a bit of jumping around as they touch on Jazzpunk again. This is explained in the interview to be because (at the time) Jazzpunk wasnât released yet, and Hernandez didnât want to spoil anything.
This interview aired January 20, 2013. At nearly an hour and a half long, itâs got a bunch of insight into how Hernandez thinks about game and level design.
Because the transcript ended up being 10 pages long, to spare your dashes and because I donât know of Tumblr can handle 10 pages of words, this will be 1) under a cut, and 2) split into 2 parts, with the second added onto a reblog of this.
Part 1: 22:25 - 57:03
22:25
Holmes: âDid you make the music in the Jazzpunk trailer?â
Hernandez: âNo- That is a common misconception. I cannot beat Tito Puente.â
Holmes: âWas that Tito Puente?â
Hernandez: âTito Puente.â
Holmes: âI was not aware of that.â
Hernandez: âYeah- No-one called me out on it because apparently no-one fucking listens to Tito Puente. Shame on all of you for not having Latin rhythms in your heart.â
Holmes: âBut are you going to be doing the music for Jazzpunk when that comes out?â
Hernandez: âYep, Iâm doing all the music for Jazzpunk.â
23:12
Hernandez: âWeâve been working on (Jazzpunk) for way too long. I dunno, what do you want to know about it?â
Holmes: âSo itâs a comedy adventure.â
Hernandez: âA comedy adventure, yeah, that was an interesting turn. So, okay, um, Portal came out. A couple other games came out around the same time. There was this really interesting boom of these indie games that like, got it, like they were just fascinating indie games. And, you know, up to a certain point you know indie games had always looked very indie game-ish. And it [???] kinda came out and Portal isnât an indie game but kinda like, Valve co-opted an indie group from Japan and stuff, so you have this weird little project that came out, and then I remember indie developers became obsessed with Portal and kinda having this first-person puzzle thing that took off.â
[...]
Hernandez: âSo I was like, part of that camp, yeah? And I was really psyched to make some weird game that was like a first-person puzzle, and I had all these game designs for that, and then I became obsessed with making a noir kinda cyberpunk first-person puzzle game. And wouldâve been 2007-2008.â
Holmes: âOh, wow, so thatâs still kind of a while ago now.â
Hernandez: âYeah, itâs scary to think about. So that was back then and I was trying to design this thing. And that, I realize, was where Jazzpunk came from, was me trying to figure out how to make this weird gadget cyberpunk noir thing. But it didn't start off as an adventure comedy. It started off as this weird gadget puzzle gameplay mechanic thing and I started working on it and I got really obsessed with mid-century modernism with the look, which is why it has this really stark-â [Displays picture, 26:20]
Holmes: âThe beginning of Jazzpunk looks like that, except colors and wildness and elevator and teaser trailer, which also gave me a bit of an Antichamber feel as well.â
27:08
Hernandez: âSo that was kinda the impetus for it, so I was making this weird kind of noir puzzle thing, stylized as I could get it, and part of that was just that I didnât want to spend forever on it. I wanted a level of fidelity for the world. You donât expect really intense facial animation or something. I wanted to get away from spending- the amount of animation, time in that kind of thing is kind of ludicrous. The man-hours to get people to say the word like, sandwich. Someone has to animate a mouth to do that. Thatâs horrible.â
Holmes: âTime it right, too.â
Hernandez: âTime it right. I used to be an animator when I was a kid. I went to animation camp or whatever, and I made some animation and I was like, fuck this. I am not gonna spend- Like, there are people and whatever, Pendleton Ward, who loves animation and- I think, animators, their brain works at a different time scale, so they can slow down or speed up time in their brain, and so itâs not as agonizing. But for a non-animator, itâs just endless torture, where you draw a little bit and tweak it and draw and tweak it and draw and I canât do that, Iâd go nuts.
I was trying not to bog down with photorealism and so I was trying to stylize this thing and Iâm a silly person, and Jess is a silly person, so weâd occasionally throw these gags in, sort of for our own amusement as weâre working on it, and those built up and weâd play the game again and add more serious gameplay things, and then over time we realized our favorite parts of the game were the humor we were injecting into this game that wasnât a comedy. It wasnât the design document for Jazzpunk â I donât actually use a design document â the initial concept for Jazzpunk was not a comedy. It was a much more straightforward and- As we continued to work on it, we realized like, no this game is at its best when itâs making us laugh. And then from that point on, once we admitted to ourselves- I think we were afraid.
Comedy in games is a really weird point of contention with a lot of people. If you say a game has comedy, people get mad, almost, about it, where theyâre like, show me, youâre not Louis C K. Like, what do you know about comedy kinda thing, they get really defensive about it. And maybe so, off the top of my head I canât think of too many games that are funny. But I think also itâs partially because a lot of games are done by huge studios and that is going to dilute- Itâs a joke designed by a committee, you know, thatâs awful. I think the reason Portal was one of the only good comedy games there is partially because of Valveâs studio structure.â
32:05
Holmes: âYou were talking about how it took some bravery. And Iâm actually not sure if you said this or I was thinking it, but I was thinking at least, I know for sure I was thinking: Took some guts to shift from a look and a style of game that was in the developer consciousness at that time, trying to do something that took risks but in a way that you knew was going to be accepted by a certain type of video game developer and video game player. To throw that out and go nope, comedy game. And thereâs nothing more risky than comedy.â
Hernandez: âItâs terrifying.â
Holmes: âThereâs no way of knowing if you did it right, other than you liked it. But thatâs it, thatâs all you have, itâs like dancing blind in a room full of douchebags and ducks. You have no idea whatâs going to happen to you.â
Hernandez: âWe joke that we picked the two hardest things: Game development and comedy are some of the two hardest things I can think of doing. Getting into space, Iâm sure, is pretty hard.â
Holmes: âItâs mostly done by other people.â
Hernandez: âYeah, I guess thatâs true.â
Holmes: âYou have to do sit-ups and be able to hold your breath a while. Like turn the knob, and youâre in space.â
Hernandez: âBuilding a rocket, then. Building a rocket is hard work. Hereâs the problem: Building a rocket is hard work, but here are books about rocketry that you can get at your local library.â
Holmes: âYeah. Just follow the craft. Making a video game, how do you do that right? How do you know thatâs good, ever? Itâs the exact same with comedy. You have to do it and hope, I guess.â
Hernandez: âItâs one of those things thatâs like: You do it for long enough and hopefully you get a sense of what works and what doesnât work.â
34:44
Hernandez: âIn comedy, doing a comedy game, I have almost no previous things to cite. Like, I mean, personally, a lot of people enjoy the Monkey Island games, and thereâs old games that they get a lot of humor out of. Like I- Jess is that, where he grew up all those LucasArts adventure games, so he gets- Thereâs probably some LucasArts DNA in Jazzpunk just by his virtue of working on it. But for me I can only think of a handful of games that have actually caused me to, um⌠smirk? Like, even laugh is kind of, I donât know, Iâm trying to think, whatâs made me laugh⌠Portal.â
Holmes: [Unclear, overlapping] âTingle?â
Hernandez: âIs that the Zelda guy?â
Holmes: âYeah.â
Hernandez: âThereâs a Tingle comic that someone made that was funny. Thatâs about it.â
Holmes: âBut not actual Tingle making youâŚ?â
Hernandez: âNot actual Tingle, no.â
(Question segment begins)
38:41
Holmes: âAnd these questions- Cain T.(?) asks: âAs someone whoâs been fascinated by level design, what games excel in that category?â And yeah, weâre talking about how you couldnât stop thinking about level design when you were fourteen. What do you think it is about level design that makes it interesting and what are some levels that you think were expertly designed?â
Hernandez: âI think whatâs fascinating about level design is- To me, itâs the one of the newest things that a human being can do. At other points in history, a lot of other mediums have existed in some way, shape, and form, but you have never been able to create a [sic] environment from scratch. That is something thatâs always been out of human reach. So, like, books have been around forever, thatâs an ancient medium. Musicâs been around forever, thatâs an ancient medium. Game in the sense of chess or sport has existed forever. But there is no five-thousand-year-old equivalent of âOh, I made this really twisted, you know, castle that defies the rules of physics of something. And you kinda walk on the ceilings of it and the bricks melt in front of you and-â With level design, you can just- Itâs the closest thing to dreaming. People have never been able to sculpt dreams. And now you can kind of do that for people.
You can just make up locations and give them a feeling and give them a soundscape or fill them with entities that maybe make sense or make no sense. And to me, thatâs- Iâm amazed everyone isnât a level designer, because to me thatâs so amazing. Itâs magic, you know?â
Holmes: âItâs hard, though. Itâs hard. Itâs hard magic.â
Hernandez: âItâs not as hard as you think. You know, I taught myself- I couldnât go to school for it. I taught myself how to do it.â
Holmes: âJackie Joyner-Kersee said the same thing about running fast. Sheâs like, âItâs not as hard as you think, you just do it all the time.ââ
Hernandez: âYeah. [unclear, talking over each other] -got long legs or something.â
Holmes: âYouâve got long legs of the level design variety, sir!â
Hernandez: âI think if you want it enough, you can do it. And itâs not- I mean, every day gets easier because more and more tutorials and stuff go online and the software gets better. You know, the software I was using back in Worldcraft days was awful. It was horrible. And then youâd have to bake it for hours and come back and hope that it worked and that there isnât a light leak in your level and then the lighting is all wrong because thereâs a leak in your level and the lightâs all pouring out like liquid almost, and itâs escaping through a hole in your- If you think of your level as a container, you could get a hole in your container if you didnât build your level properly. And then when you click bake for the lightning, itâs like the light rays would pour out of the hole in your level and you end up in this dark world or whatever and itâs really cool and depressing.â
Holmes: âYou were talking before about how animators- how can they do that, itâs so painful? Level design is also incredibly, in programming and game development, takes a lot of patience. And a lot of slow-motion thinking. Thereâs something about it for you where the emotional rewards are greater than the emotional expenditure. You hopefully are getting more back from it than youâre putting in, which keeps you going.â
43:19
Hernandez: âAnimation is linear, too, right? You work for eight hours and you get â I donât know, I donât have a calculator â but if you divide eight hours into animation frames per second, you work for eight hours you get twenty seconds or something of, like, a cat. But, whereas with level design, itâs like, you can build the sort of overall structure of a level. I can do that in a day, right, or I can kind of fill up a space, and then I can go walk around in it and be like, oh, you know, this needs to get changed, I need to add something over here, I need to add something over here. And so itâs not linear in the same way, if that makes any sense? I can get a sense of the location well before itâs fully fleshed out. And I think thatâs way more rewarding for me, because I donât have to wait two months or something to get a sense of what the-
Holmes: âThe overallâŚâ
Hernandez: âYeah. Like, Void One I made in a month.â
Holmes: âReally?â
Hernandez: âI made the basics and parts of it in probably a week. And then I fleshed it out over the course of a month.â
Holmes: âNot everybody could do that. A lot of people would not feel like that was- Either their standards would be different than yours or their capacity would be different. And they just wouldnât come together for them in the same way. So thatâs awesome. But we didnât answer poor [Unclear, likely âCain T.â from earlier] question, which was: âWhat are some level designs that you felt were good?â Gears of War?â
Hernandez: âNo.â
Holmes: âPeople loved that level design. The pacing between when you gotta hide and when you gotta shoot and you gotta run. Itâs not- Itâs dreamlike to me, anyway. I feel like Iâm in CliffyBâs mind in that game.â
Hernandez: âWell, I donât know if I want to be in CliffyBâs mind.â
Holmes: âWell, thatâs another question entirely.â
45:48
Hernandez: âJazzpunk has puns, by the way. So warning to anyone who canât stand puns: Iâm gonna pun the fuck outta you in Jazzpunk. Jazz-PUN-k.
Holmes: âYou did it, you did it. You just sold the game with that.â
54:37
Holmes: âI-Palindrome asks: âAre there any cool or ingenious levels of objects that youâre particularly proud of?â I presume he means in Jazzpunk. Which I still donât know exactly what Jazzpunk is. You talked about what it was, which was a very art design-focused abstract design clever gadget- And now itâs comedy. Did you keep the gadgets in the design?â
Hernandez: âThereâs still gadgets. Thereâs still design in it. But we went away from the- Basically we opened up the floodgates and we can make fun of- We donât have to be straight-faced and serious about it, right? Weâll just sit down and try to come up with context-sensitive jokes that work in- [something off-camera sneezes] Woah was that-?â
Holmes: âThat was my cat.â
Hernandez: âThat sounded like a man! Just- just a guy standing in the corner just like, bleehh. Yeah uh, we have a ton of different types of comedy. Itâs not like one specific aisle. So thereâs sight gags. Weâve been using a lot of old 1980âs comedy films as a reference of what to go- You know how they donât make Naked Guns [?] anymore? Like thatâs not a thing that would sell in 2012.â
Holmes: âThey make Movie 43 now.â
Hernandez: âYeah I saw a commercial for that. I donât know what the fuck that is.â
Holmes: âNobody sees those. They cost very little to make, then very little people see them, then they keep making more. Youâre right, Naked Gun was like a cultural phenomenon.â
Hernandez: âFor airplane- [Unclear] -top secret, or any wrongfully accused- thereâs a ton of those, right? And theyâre great, theyâre amazing. But for some reason they just donât make that kind of- Did you ever watch Police Squad?â
impulse bought these stickers on etsy the other day. theyâre very cute!
âkali what are you going to do with thoseâ absolutely no idea ok i just saw something that included both sasha and fiona and did not whitewash fiona and i went hamÂ
(Replying fr anon!!) He needs to smoke because he has heightened senses (smells and hears a lot more) and all of the smells and sounds gives him sensory overload (overstimulated) and smoking blocks it out!! Also YES the comics are SO GOOD 10/10 would recommend and it has a L O T of amazing characters that aren't in TWAU!!
THANKYOU!Â
Someone beat ya to it but I appreciate you telling me anyway!!! (and I stand by my statement, someone just buy him extra strong gum like BIGBY you donât need to ruin your lungs and stink like festering garbage all the time PLEASE)
And I finished the game a day ago now, so Iâm defintiely side eyeing those comics (everyone is telling me to read them so I guess I gotta!!)
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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