More than likely, all of us who enter the workforce will come across at least one job we simply loathe. For me, that time was back in high school working as a delivery man for a pizza company. Issues like constantly getting stiffed on tips and receiving delivery requests 5-10 minutes before we closed eventually got under my skin. But as in any professional job, the mature thing to do in these situations is remain composed and calm in the current moment. Only upon arriving home would I then safely be able to let off some steam through playing some Counter Strike.
With the introduction of smartphones and tablets, it’s now easier and near instantaneous to de-stress from an enraged-filled day at work. Introducing I Hate My Job, an upcoming and extremely addicting iOS/Android app that will have you unwinding in no time. Made by the talented development team over at Devious Gamers, I Hate My Job will allow you to play as one of a number of playable characters at SaveLess, a grocery store chain.
The game’s objective is simple: achieve the highest score possible by throwing customers’ purchases right back at them. Players will also get increased time on the clock for hitting customers. Watch out though, if you nail another fellow SaveLess employee with an item, prepare to lose both points and time. As you continue to avoid hitting employees, your character’s throwing speed will increase while simultaneously building up a Rage Meter for a maximum unleashing of job unhappiness.
While the game is still in development, you can expect a demo to be available on the iTunes and Google Play stores soon. If you’d like to help out, you can even donate to their active Kickstarter campaign.
I had the opportunity to interview the I Hate My Job development team this past weekend about some of their experiences on creating the game. The interview can be read in its entirety below. This will be the first of a two-part interview series with the team.
Each member of the team and their corresponding development and company roles are listed below:
I Hate My Job Team Roles
Gage Randall – Director/Game Designer/Co-Writer/Gameplay Programmer/3D Modeler/Animator
Syed Anwar – Artist/Textures
JJ Dunne – Sound Design/Music/Co-Writer/Assistant Artist
Zach Nickell – AI Programmer/Network Programmer
Ben Benton – Conceptual Programmer
Johnathan Buie – Original Concept
Devious Gamers Company Roles:
Gage Randall – CEO and Co-Founder
Syed Anwar – Vice President/Co-Founder
JJ Dunne – Sound Design Manager
Zach Nickell – Vice President
Ben Benton – Programmer
Johnathan Buie – Vice President
Stay tuned for part two, where I specifically interview Devious Gamers CEO, Gage Randall, about the game’s progress.
VG Tribune: Tell us more about your specific job/role on developing I Hate My Job. What is your responsibility (i.e.: Programmer, Audio, Design, Art, etc.)? What’s been the toughest thing working on the project so far? What’s been the most rewarding?
SA: My specific role in I Hate My Job is texturing in-game models, which is basically taking models given to me, laying them flat in Maya, and coloring them in Photoshop. The toughest thing about working on the project so far is definitely learning the programs, specifically Photoshop, in a short amount of time. I love and hate the fact that there’s always more than one way to do everything. Easily the most rewarding thing about working on the project is the team. We’re all open-minded, hard-working individuals who take constructive criticism very well, all while having a healthy sense of humor. And I think a testament to that is how often we say no to something and eventually make it better than originally thought!
JD: I’m the sound designer and composer for I Hate My Job, at least that was my original job description. I’ve grown into a role as the co-writer and an art advisor for our texture and modeling guys as well. The toughest part of developing this game has actually been learning to make sound files as small as possible without sacrificing quality. I’m extremely picky about sound so cutting my files to a quarter of their original size just kills me inside. Everything else has been easy enough to learn and master. The most rewarding part of this experience has been developing a vocoder for a character we have yet to reveal. It talks using chords and I can actually write psychoacoustically to make the words, inflections in the human voice acting, and chords all work together. I’m able to write a script completely musically. It’s a very new style of sound design and as far as I’m aware nobody has done this before.
ZN: I am one of the developers working on I Hate My Job. I’ve been working on AI, multiplayer, and many other gameplay elements. Game development is one of the most rewarding experiences in itself. Being able to have an idea, sit in front of the computer, and make it real is one of the most satisfying things you can do. But it’s not all easy. Being an indie developer, there are a lot of unknowns. This is our first game together, and there are a ton of different directions any one game could go. Making the game what it’s destined to be had been one of the most challenging parts.
VG Tribune: What got you initially interested to work on I Hate My Job? Was it the game’s concept? Or was it more about putting your desired skill (i.e.: Programming, Audio, Drawing, etc.) to use in a tangible environment?
SA: What got me interested in working on I Hate My Job was actually the idea of working at Devious Gamers. Because I had no experience in programming, modeling, or anything to do with computers besides gaming itself, I really had no idea what I would specifically doing there. I just knew I wanted to work with Devious Gamers. The atmosphere, the people, and the attitude, are all something I’d personally be willing to put everything in building.
JD: We didn’t even have a concept when I was first invited to join devious Gamers. I was desperate for a job in music writing and sound design. I had been working towards a degree in classical music on the traditional path before becoming disillusioned with that entire world, and for several years afterwards worked my butt off to master everything about electronic music and music in general. So I guess you could say I’m just grateful to not hate my job!
BB: I was interested in using my skills in a way I never had before, and to learn new things about my field. I also wanted to take the opportunity to be a part of something fresh that has the potential to be something great.
ZN: How I started working with Devious Gamers is sort of an interesting story. I was at my house playing Super Smash Bros with my friend Ben, another developer at Devious Gamers. He had just started working on I Hate My Job that day. I’d been programming for forever, and I’d been making some small personal games for a few years, so Ben told me I should check out what they were doing. The next morning, our desktop computers were in the back of his car. We drove over there and I’ve been working with them ever since.