Interview: Novaleaf's Swearingen Talks Injecting Biology Battle Onto XNA Community Games
With Microsoft's Xbox Live Community Games project set to launch on November 19th, and a plethora of amateur and indie titles likely to be available on day 1, it's going to be interesting to see what titles pop up on the service, which is an attempt by Microsoft to truly democratize console game development.
Though you only need a $99 yearly subscription to the XNA service to test and upload your own games on the Xbox 360, there will naturally be higher-end indies using the service, since you can charge up to 800 points ($10) for your Xbox Live Community Game download. One of the most intriguing of those is Bangkok-based Novaleaf Software, which has completed Biology Battle! as a launch title.
We sat down with Jason Swearingen, the CEO of Novaleaf, which has created the XNA shooter (also available in demo form on PC) over the course of 11 months. The game, which cost just under $100,000 to develop, was originally planned as an Xbox Live Arcade title, before shifting to XNA Community Games, and the Novaleaf Game Studios division is part of a 20-person IT outsourcing and contracting company founded by Swearingen in Bangkok.
In this chat, the company founder answered questions on how the shooting game, in which you "take control of a medical nanobot during its mission inside of a target cell", came about, the local game development scene in Thailand, and his hopes for an upcoming planned ninjas vs. pirates magnum opus.
When was your studio founded, and who are the principal founding members?
The studio was founded by myself. In 2006 I left Microsoft and moved with my wife to Thailand, where I started Novaleaf Software.
Novaleaf started off as an enterprise software and consulting company, somewhat because my business partner Cyrus had some outsourcing leads that brought in a quick revenue stream. But the reason I started Novaleaf was because of XNA. It convinced me that there’s an opportunity to build an indie game studio off the beaten path (here in Thailand).
An easy language like C#, and the power of DirectX and writing games for Xbox 360? I was sold! So in September 2007, Novaleaf Game Studios was officially founded, and it’s been my primary focus since then.
Were you planning this title for Xbox Live Arcade, or has it always been designed for Xbox Live Community Games?
Biology Battle started of as an internal prototype, just to validate our internal business and development processes, and make sure we can actually create a game of export quality. After we had spent about 5 months writing the prototype, the game was (actually to my surprise) quite fun. So we decided to send it to Microsoft’s XBLA publishing.
They actually found it interesting too, so we got some ways in their process, before ultimately being rejected. At that point, we had spent about 7 months of development on the game, and with XNA Community Games on the horizon, we decided to damn the torpedoes and shoot for an XBLCG launch title.
What are its inspirations - are there particular titles or genres that it owes a debt to?
Nothing. The game is totally unique in every way. A perfect gem of innovation.
OK, seriously, the initial prototype was basically Geometry Wars-inspired. It was an idea from Nick (one of our devs) to prototype an arcade shooter. We even used little vector graphic looking shape for the player. I hope that graphic isn’t still buried in the source!
That bit of doppelganger-ism only lasted until about month 2 of development, at that point I have been pushing heavily to make the game as unique as possible, but still appease the hard-core otaku gamers out there. Speaking of otaku (the international definition of the term), we had a demo of the full game setup at GCAC in Singapore last month.
A Japanese businessman, with not a word (he probably didn’t speak English) came up and started playing Biology Battle, and kept playing for 30 minutes straight, eventually getting to about 5th place in the local topscore list.
It was awesome to see him in action, as it really made me happy that there are people out there who can really love and master the game. We really put huge amounts of effort to make the game play easy for noobs, but competitive for the hardcore players.
I personally don’t have any substantial experience with Geometry Wars, so I have to say my primary influences are the games I grew up with: Smash TV, Kid Icarus, and R-Type are probably where most of my inspiration for Biology Battle came from, though there was never any conscious decision to borrow ideas from any of them.
What's Thailand like to develop games in, in terms of available staff and expertise?
Before I moved here, I knew that Thailand’s software industry is small, and the game development industry was virtually non-existent. That’s actually why I focused so heavily on using XNA, because modern games are basically graphically intensive, realtime simulations, one of the hardest challenges any developer could face. I assumed (rightly so) it would be difficult to hire seasoned game developers.
Using C# and XNA, we do not have to deal with things like memory management and pointer arithmetic. When hiring a team of entry level developers, this might make the difference between success and failure. I suppose in retrospect, we have to wait until November 19th to see if it’s a success, but it does feel like the right decision so far.
I admit the lack the industry professionals in the Bangkok workforce is a bit of a challenge. My past life was as a DRM (digital rights management) developer at Microsoft, which is really worlds apart in culture and expertise from the industry here.
One of the things I learned at Microsoft is the importance of a good interview process, and I can quite proudly say that our 6 hour interviews are in stark contrast to the standard 30 minute interviews found at other software companies here in Bangkok. I feel that this has really helped us select the right people so far, and will help us keep finding more in the future.
How many people worked on this project and for how long?
Biology Battle was completed by 4.5 developers in 11 months. I say 4.5 because I include myself half-time. The other half of my time was spent doing businessy things that CEOs do.
The total costs of development (inclusive of expenses like office space and electricity) run a little under the USD$100,000 mark, which might sound a lot (or little) depending on the person, but I think it’s pretty reasonable considering this is our first game, and we needed to learn from square one.
Also I’m personally pretty impressed in the team, because I’m the only one with prior professional experience, and that was writing security SDKs, not games!
I forgot to mention, but Novaleaf Game Studio is part of Novaleaf Software, which is a 20 person company. So if anyone reading this is trying to calculate how much money they need to start their own studio, keep in mind my expenses are a little lower due to resource sharing.
Do you do contracting for other game companies in addition to your own work?
I’m personally not a fan of contracting as it generally doesn’t provide a strong incentive to all parties to put their best effort in. I think that’s exponentially more important in game development, where that elusive “fun factor” isn’t something a design doc can ever specify (not design docs written by mortals at least).
That said, I’m interested in exploring collaboration ideas with anyone, art studios, hobby devs, or even other game studios. A great example of this is Victor from Krazy Games, who wrote a midi player up on the Ziggyware XNA site. I contacted him and he ended up writing Biology Battle’s music engine.
Your upcoming projects (according to your website) include Aarr! Ninjas Beware. Could this be a Ninjas Vs. Pirates game? Is this a real genre now?
I just love the whole ninja/pirate animosity. When we decided on the ninja/pirate theme, I hadn’t heard of any related games either out or in development, but Pirates Vs. Ninjas had already been an internet meme for a long time, so it’s only natural that others gain inspiration from that totally awesome mashup.
The game mechanics for Aarrr! are based on a pitch sent to me by a guy, Ben in Seattle. It’s a fantastic idea and I would tell you more about it, but my undead monkey tells me that I should wait. Oh, don’t forget about the robot-spacemen-cowboy-zombie-werewolf subgenre too. Pure gold there be.

['Chewing Pixels' is a regular GameSetWatch column written by British games journalist and producer,
[Every week,
Despite the great obstacles to making roguelikes work as multiplayer games they have long had a substantial online presence, and a big part of this is the relative ease in setting up terminal-based, ASCII games for playing over the internet via telnet, SSH, or some other form of remote console.
[A final IGF reminder is here alongside a neat Easter Egg for those who want to see prominent indies looking sheepish and/or triumphant in front of a few thousand people - the 2008 IGF Awards video is now online.]
[Happy Halloween, GameSetWatch readers! After a short hiatus, Mister Raroo returns to discuss some of the games he’s been playing this Halloween season. As is par for the course in Raroo’s articles, other topics manage to find their way into the mix, including embarrassing Halloween costumes, scurrying cats, The Puberty Fairy, and more!
Halloween was the first major holiday Missus Raroo and I celebrated together, and the memory was so special that we decided to make it our wedding date. Having our anniversary on Halloween makes it feel like the world is celebrating right along with us. Instead of a cheesy romantic dinner over candlelight, Missus Raroo and I will be carving pumpkins, eating candy, and watching Kaz take in the wonder of his second Halloween.
As always, a frightening atmosphere is set by appropriately gloomy sound design, and thankfully, the game’s environments are detailed and filled with dreary fog and shadows. However, what appeals to me most of all is that the character control is vastly improved, making navigation and combat much less cumbersome than in previous Silent Hill games. There were too many times I died in the other Silent Hill games because I couldn’t get the character to move how I wanted (or at least I’ll just keep telling myself that so I don’t have to admit that maybe I just wasn’t very good at the games!).
More than the spectacular visuals and sound design, more than the fantastic pacing, and even more than the innovative removal of a typical HUD in place of ingeniously-integrated in-game menus and options screens, what had the biggest impact on me is that at any point in the game I can press a button and a line will appear on-screen directing where I should go next. The line only appears for a few brief seconds, functioning more as a clue or reminder than a way to hold your hand, but it has been integral to my Dead Space experience.
Despite looking like a man, Adam was definitely still a kid when it came to his interests. This became abundantly clear when I attended his sleepover birthday party near the end of the school year. Adam’s parents went all out, turning the family living room into what most of us deemed to be heaven. There was a table overflowing with every type of junk food imaginable, a stack of action and horror videocassettes to watch, and a massive pile of Nintendo Entertainment System games to play. It was at Adam’s party that I became acquainted with one of my lifelong loves: Castlevania.
Happy Halloween from Mister Raroo!
OK, still trekking across the universe with plenty of RSS-related GameSetLinkDump goodness in tow - and this episode starts out with MTV Multiplayer discussing the state of game over with some smart developer types.
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Name: Wizard101
Overview: Wizard101 is an online virtual world with a 3D client. The title allows users to customize outfits and accessories for their wizard avatars, play puzzles and mini-games, adopt magical pets, and learn from seven different schools of magic -- collecting cards, which can then use to engage in card duels alongside and against other players.





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Time to pile on the GameSetLinkDump once more - this time with a couple of under-the-radar games/game compilations that I found at the weekend while checking out the insane amount of titles debuting now and in the next few weeks.
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[Our sister site 



Some marvelous new links here, headed by What They Play's look at, like they say, sex, violence, ratings and game design - all of which tend to be of interest to GameSetWatch readers on any given day.
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Some more GameSetLinkDump, then, with a tremendous amount of goodness to get through, starting out with a pedometer that's also a role-playing game. I know there's 






