Name: Wes Paugh
Company: Fusion Reactions, partnered with Dinofarm Games
Job Title: Lead Software Developer
Favorite Classic Game: Perfect Dark
Quote: This is the only game for which I think the term ‘even more perfect’ isn’t completely asinine. Goldeneye established paradigms for the genre that are rarely met with as great success by games with much larger budgets and much more content. Perfect Dark ramped up the formula in almost every way.
The difficulty of the game is cyclically reinforced by its pacing. Level / encounter design was woven brilliantly with story and non-combat objectives to provide non-life-threatening, but often intense, breaks, but I still felt free to explore at my own pace if I wanted. Further, each mission’s golden path was short (3-10 minutes), so they could each be brazenly unforgiving with to-the-second timing that had to be researched and rehearsed to be successful on the harder difficulties. And yet, it was never any less fun or intense going back to easier ones. I just felt more awesome taking the improved skills back in time.
Everything about Perfect Dark felt streamlined and polished, with enough to do to keep me satisfied no matter what experience I craved. Throw in a phenomenal multiplayer and it’s a formula that has kept me coming back for a decade, especially with its recent XBLA rebirth.
Bio: I began working for Fusion Reactions just under two years ago, with prior experience on Vicarious Vision’s Spider-man 3 as a scripter, with a degree in Software Engineering from RIT.
Fusion Reactions had decided to develop an iPhone game, somewhat on a whim. A roguelike RPG called 100 Rogues was born of our partnership with Dinofarm Games in Westchester, NY. Where our team brought software know-how to the project, Dinofarm’s Keith Burgun and Blake Reynolds brought design, music and artistic expertise.
My current work is the continued support for 100 Rogues, with more character classes, worlds and monsters, and features they require. I am currently the iPhone Game’s only full-time software developer.
Project Name: 100 Rogues
Project Info: 100 Rogues is a re-imagining of a genre of games called roguelikes. The genre is defined by strategy against a wealth of opponents with esoteric and widely varied abilities, including the world itself.
Set across a series of 3 dungeons (at time of writing), the player must navigate downward between floors, encountering new monsters and defeat each dungeon’s boss, becoming stronger along the way.
The game currently has 3 unique player classes (Crusader, Wizard, and the recently shipped Scoundrel), each with their own combat advantages and strategies focused around the skills they can learn as they progress.
Although the game is relatively short, completing it is no easy task, and could scarcely be called the point of playing. Randomly generated dungeons, permanent death without chance of reloading from a save point, and different skill-tree decisions make each play through a unique challenge that can take month of practice to reach and defeat the final boss.
Production values also raise 100 Rogues beyond the traditional roguelike, with fully-animated pixel-art, which gives the game a distinct, rich look. We poke fun at genre conventions relentlessly, too; the primary quest-giver nearly passes out from boredom as he hands down the done-to-death ‘Go Kill Satan’, and one player class is actually one of a race living, breathing skeletons… only she, in particular, has been killed and reanimated.
The game is constantly expanding and moving forward, with a fourth player class and world already in the works, a challenge mode with strategy puzzles that will continue receiving additional content, and a bevy of new game modes and features ahead.
Article Source: http://100rogues.com