Q. Can you tell us abit about your background in games development? Was this always a career path you wanted to pursue?
A. I have some very distinct memories from when I was a child. The first is getting told off in primary school because the lesson had started, and I was still deeply focused on the side-scrolling platformer map I was drawing. The second is me telling anyone who’d listen my game ideas. I loved games from the moment the BBC Computer got wheeled into our classroom. Making games was the only thing I ever wanted to do.
A. I have some very distinct memories from when I was a child. The first is getting told off in primary school because the lesson had started, and I was still deeply focused on the side-scrolling platformer map I was drawing. The second is me telling anyone who’d listen my game ideas. I loved games from the moment the BBC Computer got wheeled into our classroom. Making games was the only thing I ever wanted to do.
Q. Were there any games that inspired you to make this career choice?
A. Spectrum games like Dan Dare, Ghost Busters 2 and Jet Set Willy got me hooked. It wasn’t just playing them but the ceremony that went with getting them ready that I loved. Putting the tape in, going to have your dinner then coming back to a new world to play. My favourite birthday was my 13th when I got a megadrive with Sonic on it. I was completely hooked and from that point can connect chunks of my life to the games I was playing then. Earthworm Jim, Terminator, Mortal Kombat and Street Fighter 2 all have very vivid places in my memory. Some people have songs that frame their lives, I had games. The games that inspired me to think that one day I could build them one day were a game making game on the Amstrad and then later the map editors in classics like Doom and Quake. I can’t remember if I installed them, but I remember pouring over web pages about them back in 1996. Fascinated by every little system and piece of functionality.
A. Spectrum games like Dan Dare, Ghost Busters 2 and Jet Set Willy got me hooked. It wasn’t just playing them but the ceremony that went with getting them ready that I loved. Putting the tape in, going to have your dinner then coming back to a new world to play. My favourite birthday was my 13th when I got a megadrive with Sonic on it. I was completely hooked and from that point can connect chunks of my life to the games I was playing then. Earthworm Jim, Terminator, Mortal Kombat and Street Fighter 2 all have very vivid places in my memory. Some people have songs that frame their lives, I had games. The games that inspired me to think that one day I could build them one day were a game making game on the Amstrad and then later the map editors in classics like Doom and Quake. I can’t remember if I installed them, but I remember pouring over web pages about them back in 1996. Fascinated by every little system and piece of functionality.
Q. Can you tell us about any other games you have worked on prior to or post Degeneration?
A. I started on Call of Cthulhu: Dark Corner of the Earth, scripting encounters, combat, puzzles and boss battles. That’s where I got my first taste of game development and from that first day I was hooked. I did a little bit on 50 Cent: Blood on The Sand then moved to a mobile studio to work on MGS: Mobile. MGS is one of my favourite games of all time so to work on it was a dream come true. You just didn’t get to work on titles like that outside of Japan. It was so much fun to squash it down onto what felt like a million mobile platforms and really take the essence of it and concentrate it down into an experience that could be played in bursts while waiting for friends to arrive as well as for a couple of hours on the sofa. Later, Lionhead was an amazing experience. Fable: The Journey captured the heart of fable and was something that really pushed the limits of the Kinect Tech. Fable: Legends will always be the one that got away, I was gutted when it got shutdown but even more gutted that Lionhead went with it. I will always miss working alongside some of my best friends at that studio.
A. I started on Call of Cthulhu: Dark Corner of the Earth, scripting encounters, combat, puzzles and boss battles. That’s where I got my first taste of game development and from that first day I was hooked. I did a little bit on 50 Cent: Blood on The Sand then moved to a mobile studio to work on MGS: Mobile. MGS is one of my favourite games of all time so to work on it was a dream come true. You just didn’t get to work on titles like that outside of Japan. It was so much fun to squash it down onto what felt like a million mobile platforms and really take the essence of it and concentrate it down into an experience that could be played in bursts while waiting for friends to arrive as well as for a couple of hours on the sofa. Later, Lionhead was an amazing experience. Fable: The Journey captured the heart of fable and was something that really pushed the limits of the Kinect Tech. Fable: Legends will always be the one that got away, I was gutted when it got shutdown but even more gutted that Lionhead went with it. I will always miss working alongside some of my best friends at that studio.
Q. Did you play any Resident Evil games prior to working on Degeneration and then how about post working on the series?
A. Apart from Code Veronica, which I completely missed I played all of them up to Resident Evil 4 multiple times. They were part of growing up and references for many of the horror moments in Cthulhu. Not just that, when working late on that game we’d often freak each other out whispering STAAAAAARRRRRSS across the dark office. Most recently I’ve tried to play 7 multiple times but been too scared to continue. 2019’s game of the year was the Resident Evil 2 remake. That was a masterpiece and I can’t wait for the 4 remake to come out. That’ll be a day one purchase.
A. Apart from Code Veronica, which I completely missed I played all of them up to Resident Evil 4 multiple times. They were part of growing up and references for many of the horror moments in Cthulhu. Not just that, when working late on that game we’d often freak each other out whispering STAAAAAARRRRRSS across the dark office. Most recently I’ve tried to play 7 multiple times but been too scared to continue. 2019’s game of the year was the Resident Evil 2 remake. That was a masterpiece and I can’t wait for the 4 remake to come out. That’ll be a day one purchase.
Q. Can you tell us about which versions of the Degeneration mobile game that you worked on? When researching for my article I was able to find three different version. The 2008 N-Gage Version, 2009 Blackberry Version and the 2009 IOS Version. As far as I can tell you worked on the N-Gage and IOS Versions. The Blackberry one seems to be a port of your N-Gage version because it shares the same script. I believe it was created by Beeline Interactive a Capcom subsidary?
A. I was on the Degeneration from inception. Working first on the release for Japanese mobile phones, then onto the N-Gage Version and IOS. There was another version released which seems to be a first person shooter like but I wasn’t involved in that. I’m guessing that was the beeline one.
A. I was on the Degeneration from inception. Working first on the release for Japanese mobile phones, then onto the N-Gage Version and IOS. There was another version released which seems to be a first person shooter like but I wasn’t involved in that. I’m guessing that was the beeline one.
Q. When porting the game how much was kept from the N-Gage version and how much was recreated for example the script seems very similar but different so did a new writer edit the script? The N-Gage version ends when Leon exits the plane but the IOS version continues long after with Leon and the survivors exiting the building together was this change made because the port came out after the movie?
A. The IOS, N-Gage and Japanese phone versions were as identical as possible. We updated controls to suit the platform. If there are subtle script changes then can’t remember why we made them, sorry.
A. The IOS, N-Gage and Japanese phone versions were as identical as possible. We updated controls to suit the platform. If there are subtle script changes then can’t remember why we made them, sorry.
Q. The games controls and melee system are very close to Resident Evil 4, did Capcom afford your team the engine mechanics to use?
A. Capcom gave us a stack of creative freedom we poured over Resident Evil 4 for reference. We had our own (at the time) market leading engine that had been used to make MGS Mobile so we could hit the ground running and adapted the Resident Evil 4 mechanics for a mobile platform and really focused on creating an engaging experience with a story fit for the franchise.
A. Capcom gave us a stack of creative freedom we poured over Resident Evil 4 for reference. We had our own (at the time) market leading engine that had been used to make MGS Mobile so we could hit the ground running and adapted the Resident Evil 4 mechanics for a mobile platform and really focused on creating an engaging experience with a story fit for the franchise.
Q. Do you know why there is a S.T.A.R.S. card and key in the N-Gage version?
A. I can’t exactly remember what that one was regarding but all the designers on the team loved the franchise and were always looking for ways to get references to the wider Resident Evil universe in. We loved to add little easter eggs.
A. I can’t exactly remember what that one was regarding but all the designers on the team loved the franchise and were always looking for ways to get references to the wider Resident Evil universe in. We loved to add little easter eggs.
Q. In a project overview you uploaded here. You state that the game was in development for 15 months. The game released in December 2008 so this would mean you began development in around mid 2007?
A. I think we started early 2008, basically as soon as we wrapped on MGS. That timeframe includes all the ports to N-Gage and IOS.
A. I think we started early 2008, basically as soon as we wrapped on MGS. That timeframe includes all the ports to N-Gage and IOS.
Q. What creative input was you allowed on the projects to make them not a 1:1 with the film?
A. We had a lot of creative freedom from Capcom. I believe we had the script to the movie very early on and based our beats around elements we saw in there. We spent a lot of time collaborating with producers from Capcom. Selling them on our vision with presentations, documents, maps and proof of concept in engine. Communication was key during these times, and we must have spent weeks pouring over documents during conference calls with them. In the simplest sense we wanted to make a Resident Evil 4 style game on mobile, taking the beloved characters and elements of the Degeneration story and fusing them together in a form that fit the platform. They were onboard with this and were always available to give guidance and help.
A. We had a lot of creative freedom from Capcom. I believe we had the script to the movie very early on and based our beats around elements we saw in there. We spent a lot of time collaborating with producers from Capcom. Selling them on our vision with presentations, documents, maps and proof of concept in engine. Communication was key during these times, and we must have spent weeks pouring over documents during conference calls with them. In the simplest sense we wanted to make a Resident Evil 4 style game on mobile, taking the beloved characters and elements of the Degeneration story and fusing them together in a form that fit the platform. They were onboard with this and were always available to give guidance and help.
Q. How did you land the role as Lead Designer? Did Capcom approach you or vice versa?
A. Degeneration was made externally for Capcom by Ideaworks3D, where I worked. Myself and the team had just finished Metal Gear Solid: Mobile. I’d been the Lead Designer on that game, so it was natural for me to lead Degeneration. It was a dream come true to be able to work on two of my favourite franchises back to back.
A. Degeneration was made externally for Capcom by Ideaworks3D, where I worked. Myself and the team had just finished Metal Gear Solid: Mobile. I’d been the Lead Designer on that game, so it was natural for me to lead Degeneration. It was a dream come true to be able to work on two of my favourite franchises back to back.
Q. Was there any input from Capcom with the files and or enemy types? Or were you given free reign to have fun?
A. They fed back on everything we made, from the initial design documents to enemy designs and story. Every enemy we designed was aimed at changing the players combat tactics. We’d let you get comfortable with the enemies then mix it up. We introduced SWAT zombies with helmets to reduce the efficiency of headshots or heavily armoured fire fighter zombies that had explosive air tanks on their backs. Dogs to get you to look down and so on. It was so much fun, and Capcom fed back all the way through.
A. They fed back on everything we made, from the initial design documents to enemy designs and story. Every enemy we designed was aimed at changing the players combat tactics. We’d let you get comfortable with the enemies then mix it up. We introduced SWAT zombies with helmets to reduce the efficiency of headshots or heavily armoured fire fighter zombies that had explosive air tanks on their backs. Dogs to get you to look down and so on. It was so much fun, and Capcom fed back all the way through.
Q. Who came up with the stages? One of them highly resembles an area in the RPD just outside of the evidence room, where Nemesis bursts in through the window in RE3. See below for reference. Was this an inspiration or homage to the RPD hallway or a repurposed texture?
A. We poured over the previous Resident Evil Games. We were learning from the masters of Resident Evil through them and had regular catch-ups with Capcom producers. We wanted to get the feel just right. Looking at size and shape of corridor, room, stair case and so on. Looking at sight lines, spaces for encounters and the atmosphere that each area created. We loved those games and wanted it to feel as authentic as possible. We designed all the stages at Ideaworks and had detailed top-down maps for each one so we could play experiences on paper before building them in game.
Q. Is there anyway we can play it on newer devices? I really liked that game I remember that I finished it on the iPhone 3G.
A. Sadly no. There are no updated versions to run on newer phones. I have an iPhone 3GS and N95 Nokia phone with the store-bought versions on that I play every so often. It’s a shame that the game isn’t on the app store anymore. I’d love to play it on a phone with a bigger screen.
A. Sadly no. There are no updated versions to run on newer phones. I have an iPhone 3GS and N95 Nokia phone with the store-bought versions on that I play every so often. It’s a shame that the game isn’t on the app store anymore. I’d love to play it on a phone with a bigger screen.
Q. One of the most interesting aspects of the game is how it has Tyrants from previous games. The prototype Tyrant from RE0 and the T103 without its power limitor for example. What was the thought process of the inclusion of these? Were the models created by Capcom or your team?
A. We loved the pacing that the tyrants created in the previous games. The fear they could illicit. We enjoyed messing with the player a little bit. Letting them get comfortable then turning the tables. The Tyrants were perfect for this and fit perfectly into how we wanted to pace the game. I can’t remember who built the models.
A. We loved the pacing that the tyrants created in the previous games. The fear they could illicit. We enjoyed messing with the player a little bit. Letting them get comfortable then turning the tables. The Tyrants were perfect for this and fit perfectly into how we wanted to pace the game. I can’t remember who built the models.
Q. Did you help write and/or oversee the script for Degeneration mobile? If so did Capcom afford you any information about the plot of the CGI movie or even an early screening of the movie in advance? The game mentions the plane was “Flight N538-GA” which as far as I am aware is the only time it is mentioned in Degeneration’s history so did this information come from or was confirmed by Capcom?
A. We had the script early on in development and always had Capcom on hand to discuss ideas we had. Myself and another designer Henric wrote the script (including the files) which was approved by Capcom.
A. We had the script early on in development and always had Capcom on hand to discuss ideas we had. Myself and another designer Henric wrote the script (including the files) which was approved by Capcom.
Q. Was there ever a time that Claire would get a playable section in the games story?
A. No, we’d have loved to but didn’t have the resource to add them. It was a short development cycle.
A. No, we’d have loved to but didn’t have the resource to add them. It was a short development cycle.
Q. The story summary on the official IOS website refers to Curtis Miller from the movie in the games synopsis however he doesn’t appear in the game? Similar in the games opening moments Leon and Hunnigan mention that Angela and Greg have already infiltrated the airport but we don’t see them either. Were there plans to add any of these characters?
A. We loved adding little easter eggs hinting at other characters, we had hoped to add them but didn’t have the time for fully realise it.
A. We loved adding little easter eggs hinting at other characters, we had hoped to add them but didn’t have the time for fully realise it.
Q. Whose idea was it to add a merchant to the game? Leon and Hunnigan discuss the rogue spec ops members who has now become a merchant and how his actions are unforgiveable. I liked the backstory given here. Anything more you can tell us about this character?
A. The Merchant was one of our favourite parts of Resident Evil 4. ‘What you buying?’ was a catch-phrase around the office. He was both a great comic relief, useful mechanic and key part of Resident Evil 4 lore that it was a no brainer to get him into Degeneration and put a spin on him to fit that game.
A. The Merchant was one of our favourite parts of Resident Evil 4. ‘What you buying?’ was a catch-phrase around the office. He was both a great comic relief, useful mechanic and key part of Resident Evil 4 lore that it was a no brainer to get him into Degeneration and put a spin on him to fit that game.
Q. Who were the Special Ops forces in the airport? Were they government or privately owned? I really liked that one of the Spec Ops members tells Leon how when attacked by the Tyrant he fled and left his team locking them in with the Tyrant, it was a nice touch and dramatic.
A. We loved the idea of a spec ops unit getting sent in. I can’t remember if we stated who sent them in, but it was very on point for the franchise; Top Tier operators getting wiped out due to their inexperience and a little bit of arrogance. Them failing made the player feel empowered, an underdog triumphing where the ‘professionals’ failed. Fear is a big part of Resident Evil, we wanted you to feel stronger than the spec ops soldier who ran and also a little apprehensive about what lay ahead.
A. We loved the idea of a spec ops unit getting sent in. I can’t remember if we stated who sent them in, but it was very on point for the franchise; Top Tier operators getting wiped out due to their inexperience and a little bit of arrogance. Them failing made the player feel empowered, an underdog triumphing where the ‘professionals’ failed. Fear is a big part of Resident Evil, we wanted you to feel stronger than the spec ops soldier who ran and also a little apprehensive about what lay ahead.
Q. Do you recall any discussion on how or who released the Tyrants in the airport?
A. I don’t think we ever stated it, but they were always seen as being sent in to clear up the mess by creating more and destroy the evidence. Previous Resident Evil games have used this theme and we really liked it.
A. I don’t think we ever stated it, but they were always seen as being sent in to clear up the mess by creating more and destroy the evidence. Previous Resident Evil games have used this theme and we really liked it.
Q. The duty free area has several shops with names like Rich, Ian and Henrics can you recall the inspirations for these names, perhaps they are developers names?
A. Developers 😊
A. Developers 😊
Q. The music for the game has a strong resemblence to the original 1996 Resident Evil, was this intentional?
A. It was. We loved the atmosphere the music created and wanted to use that in our game. Sound and music was tough on the mobile platforms back then, they only had so many channels and the game files had to be so much smaller as data was so expensive. Every sound and piece of music was carefully chosen as I believe we had to keep the whole game well under 50MB.
A. It was. We loved the atmosphere the music created and wanted to use that in our game. Sound and music was tough on the mobile platforms back then, they only had so many channels and the game files had to be so much smaller as data was so expensive. Every sound and piece of music was carefully chosen as I believe we had to keep the whole game well under 50MB.
Q. The Repairman Notes file states that the security circuits have been trashed, was this relating to the movies story and how Curtis was able to smuggle the virus into the airport? Or was this to explain why there were zombie dogs since the kennels were malfunctioning?
A. I believe it was for the dogs. We wanted to get dogs in from the moment we started. They were terrifying in the first game. Them smashing through the windows is still one of the most iconic moments in gaming. We had to have elements of that in.
A. I believe it was for the dogs. We wanted to get dogs in from the moment we started. They were terrifying in the first game. Them smashing through the windows is still one of the most iconic moments in gaming. We had to have elements of that in.
Q. The credits give Special Thanks to Hiroyuki Kobayashi, do you recall having any contact with him? Or any of the Capcom team you can recall?
A. We dealt almost daily with several Capcom producers but not Hiroyuki Kobayashi. I know he did have input into the concept, but I never spoke to him. All the people we dealt with were all amazing. Total fans of Resident Evil and fonts of knowledge.
A. We dealt almost daily with several Capcom producers but not Hiroyuki Kobayashi. I know he did have input into the concept, but I never spoke to him. All the people we dealt with were all amazing. Total fans of Resident Evil and fonts of knowledge.
Q. At the end of the IOS game it mentions Marines are in the airport, are these Marines are the same as the Spec Ops members seen throughout the game or are they different?
A. The marines were sent in by the government to secure the airport.
A. The marines were sent in by the government to secure the airport.
Q. How did USAMRID confirm that the virus in the airport was t? Were they the ones who sent in the Special Operatives?
A. The USAMRID had encountered the virus before so once they got hold of a sample, they could identify the strain.
A. The USAMRID had encountered the virus before so once they got hold of a sample, they could identify the strain.
Q. Was there anything cut from the game that you remember and wished had been included? Perhaps parts of the story, BOWs, NPCs or other.
A. We had hoped to get more replay ability into the areas. Zombies wandering between rooms and a lot more opportunities for random encounters. Unfortunately, we didn’t have time to do these things
A. We had hoped to get more replay ability into the areas. Zombies wandering between rooms and a lot more opportunities for random encounters. Unfortunately, we didn’t have time to do these things
Q. Was there any talk of another Resident Evil title after the release and ports of Degeneration?
A. We always wanted to make more but it wasn’t to be. It was one of my favourite games to work on. The team was close knit, multi-talented and passionate about Resident Evil. I always smile when I think about those days. It’s great chat about it again.
A. We always wanted to make more but it wasn’t to be. It was one of my favourite games to work on. The team was close knit, multi-talented and passionate about Resident Evil. I always smile when I think about those days. It’s great chat about it again.
A massive thank you to James Blackham for all his work in the Resident Evil series and for answering many of our questions regarding the Degeneration Mobile Games.