Siege SCG Blog The developers of Siege official musings

2Dec/120

Calling All Artists!

We are currently looking for artists for Siege! If you or anyone you know feel like you can do professional-level artwork for a Strategic Card Game, please send a portfolio to brad@siegescg.com attached with some of your artwork. We are in need of artists who can do very detailed, high-resolution color prints for use on the cards themselves. This is one of the last steps for us to finalize before launch! If you have any questions, feel more than free to send us questions, comments, and if you see any potential artists that you think would be a good fit for the game, please let us know!

Remember, guys, this is your game! We make this for you, so help us help you!

Matt

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2Dec/120

Greetings!

Hey,

I've been woefully absent from this place since Brad set it up, so I'm here to help rectify that. I wanted to introduce myself and let you guys know what my role is here and what I'll be doing for the game, a bit about my history, and some about my personal life.

First and foremost, I'm Matt, better known to pretty much everyone as Kablizzy. I was born and raised in Denver, but I now call Columbus my home. I am a game developer at heart, and it's something that I have been doing quite literally my entire life. Akin to those folk who were born with a putter in-hand, I was born to develop games. From my very first games, my focus was never on how or why the game was fun, but rather what was wrong with the game and what could be bettered and how. It did not matter what the game - Double Dragon, Hero Quest, Monopoly, Final Fantasy, Spades, Dino Park Tycoon... Every last game I've ever played has lacked something, and I was always tinkering with the how and why to fix what was wrong.

Brad and I met over a little-known indie game we used to play together: N: Way of the Ninja, by Metanet Software. Brad and I both started playing N in early 2004, and both of us joined the community shortly thereafter. We were both mapmakers, and both became moderators for the community's forums (Which are now, sadly, dead), and led the charge for most of the community's doings, along with a number of other community leaders.  We both were sporadic around the community, and Brad left entirely for a time. Upon his return, we decided to make a "comeback" map pack for the game, and with the help of some other community leaders, we spearhead the biggest project the community had ever seen - we wanted to leave our mark on the community. We began mapmaking immediately, and over the course of four years, released our Legacy mappack in four increments, which all went over wonderfully. We had a team of thirteen people working on the pack before it was complete, and to date it was still the single biggest project that I've led. Along with Brad's guidance and work ethic, we kept the team motivated, well-informed, and enthusiastic through the whole of the project (Which we all did pro bono, by the way). The final draft had some holes that I still wish to go back and correct, but the core of the community has since died out to the point where it's moot to attempt to salvage it. Even so, I had a wonderful time working with Brad on that, and that - in part- is why I'm so enthusiastic about Siege.

So, Brad and I collaborated on this, and we both worked on Heroes of Chaos: China. I have worked on SimRTK, Heroes of Chaos: Japan, Gunbound Classic, and my pride and joy, Heroes of Ivalice. As for my CCG cred, I have played Magic: the Gathering competitively for nearly twenty years now, but one of my greatest joys wasn't in playing -  I was never really that magnificent of a player. I went to a few Grand Prixs and didn't do horrendously, showed up at a Pro Tour Qualifier and placed next-to-last, but was an okay drafter and phenomenal at sealed. Limited was where my bread-and-butter was at, but it was Magic that got me into the concept of CCGs being as viable as any other gaming medium. I've also dabbled in L5R and Lunch Money and the Star Wars CCG and a number of others like PoxNora, but none found me as intrigued as Magic: The Gathering did. I played board games like Settlers of Catan, Risk and Hero Quest and Battlemasters, and then Warhammer. I played Dungeons and Dragons and Shadowrun and Vampire: the Masquerade. The remainder of my gamer cred comes from my love of video gaming. I started out with an old Tandy 4000, where my dad and I played stuff like Frogger and King's Quest and Leisure Suit Larry. From there, I graduated to the NES, SNES, Playstation, and then I did a massive crapton of PC gaming.  I have a distinct love for RPGs, I've played Space Pimp Online and WoW and Ultima Online, Final Fantasy, Skyrim, and pretty much every platformer known to man, but the games that really drew me in were Titan Quest, Civilization, Utopia, and the like. Whenever a game has customization or a level editor, that's where I get my jollies. I think that's why I love CCGs so much, the possibilities are nigh-endless. The most fun that I have are times when I get to build or create or shape a game as I see fit, and I want to impart that upon the games that I make as well. My favorite part of Skyrim is the Hearthfire add-on, because I got to build my own house. I never got to really play Warhammer, I was always busy creating my army and fine-tuning them for optimum carnage; But more than that, I always wanted them to have an intriguing backstory. I didn't want just 20 Dwarf Warriors, they had to be named and have their own banner and colors and fighting tactics, and my general was always of a certain clan and had his own likes and dislikes and his weapons were named and had their own powers and concepts. A bit obsessive? Yep. But I was never content just playing. I have to create. I take joy in making things that other folk enjoy. I live to create - I get my greatest happiness from seeing someone else take joy in things that I make. The games based upon history and empires and world-building have always been my bread-and-butter. I think I've used that phrase twice in this article alone. I must be hungry. I've of course now moved on to some of the newer XBox 360 and Wii and Wii U titles, and I enjoy seeing the gaming community develop and grow and bring happiness into people's lives. It is a joy of mine to be in a position in life where I get the chance to bring the same joy to others that I have gotten out of gaming.

So when Brad approached me in 2009 to help him with a project of his, I jumped at the opportunity. It's an honor to be working with what I consider to be one of the greatest minds in game development history. We worked on an ill-fated computer simulation entitled TLO, which eventually fell to the wayside for Siege. I am a bit of a history buff, and I randomly tend to browse Wikipedia just to find articles on obscure historical figures. I am not sure I could be a historian by trade, but when I look up to Neil deGrasse Tyson, I feel like it's a viable profession. I have an exhaustive knowledge of Sengoku-era Japan, Genghis Khan's Mongolia, Pre-Colonial and Colonial America, and Three Kingdoms China. I may just pursue a history degree if Siege gets big. Speaking of which, I may just want to tell you guys why I'm here.

So, Siege. Siege has been my baby (And Brad's) for a number of years now. We have put exhaustive effort into this project. Siege combines every single element of every single game that I've ever loved - it has elements of Magic: the Gathering, Settlers of Catan, Warhammer, Civilization, Titan Quest, PoxNora, and a plethora of other magnificent games of our time. I was partly sad when Deadliest Warrior came out, because it was right after we began Siege Development, and it mimicked what we were doing so well that I knew we would always have to refer to it as a source. Which, of course, it is. Siege has this perfect blend of elements that speak wonderfully to me, and hopefully to you guys too. What really got me into Siege, though, were the mechanics. Siege has elements of gaming that I've never seen before, and the innovation that Brad put forth for this game is just fantastic. Our simultaneous turns are revolutionary. The theme has never been done in the history of CCGs. I was amazed at how easy it was to build a deck and how quickly I picked up playing, but how intricate and sturdy the system was. What Brad presented to me when I first took on the project was so new and intriguing and fresh to me that I couldn't help but sign up.

So what is it that I do here at Siege SCG? Well, I am currently Co-Creative Director in charge of Development, which sounds like a big title, but considering that we are a small, upstart company... Doesn't mean a whole lot. I'm also Community Contact Manager and Manager in charge of Logistics, Co-Founder, Co-Financier, and Office Masseuse as well, but these will be more important in the distant future. Right now, I am in the process of contacting and solidifying artists for the game, testing the mechanics and the system for our upcoming open Beta, and contacting distributors who will be carrying the game. But primarily, I am here to oversee the game's direction and mechanics and consistency and make sure you guys love the game as much as we do! During this time, I am also here to teach you guys the game and get feedback and listen to concerns and - of course - ideas!

Now here I am, years into development, and ready to launch a game that I can say with confidence is my best work to-date. As I grow and learn and develop myself further, I can only hope that I can give you guys the best of me. This is my calling - I want to do this for the rest of my days, and for this to be a career for me would be the most magnificent thing imaginable. Thank you for tuning in, and I will have more content shortly with details on where the project is headed, plans for the future, and all kinds of cool stuff!

Matt