Joining a New Tribe
Ten Ton Hammer Interviews
Scott Youngblood, the Newest Addition
to Red 5 Studios
By Cody
“Micajah” Bye
April 22, 2007
Red 5 Studios, creators of a yet untitled upcoming next-gen massively
multiplayer game, made headlines a few weeks ago, stating that they had
scooped up Scott Youngblood and he would fill an unannounced position
within the company. This was big news coming from the company who had
also picked up D&D designer, Ed Stark, and collectible card
game designer, David Williams.
While Youngblood may not be a household name to everyone, anyone who's
played a recently released multiplayer FPS battle owes Scott Youngblood
their thanks. As the lead designer for
Starsiege: Tribes
and
Tribes 2,
Youngblood has been on the cutting edge of multiplayer games for years.
His other work include several
Syphon
Filter titles and a large measure of work on the
cutting-edge adventure title,
Majestic.
Youngblood has many titles on his resume, but what he doesn't have is a
bevy of MMO experience. Ten Ton Hammer sat down with Scott and
discussed his upcoming plans to innovate the MMO genre and how his
previous work will help him overcome his relative inexperience with MMO
design.
Micajah:
Thanks for taking the
time to chat with us, Scott. For starters, when did you start gaming
and was there a moment in your life that you knew you were going to be
making video games as a career?
Youngblood:
My first
video
gaming experience was in a bowling alley in Salem, Oregon in the
mid-1970's. They had very early video games (Pong, Tank, Indy
4
etc.). I was completely enthralled with them. I still have vivid
memories of that first experience. From that moment forward I
was
hooked. Luckily, so were my parents as they bought all of the
early console systems (Atari 2600 etc.) that came
out. Even
though I was an avid gamer it didn't really dawn on me that I could
make games for a living until I accidentally landed a job with Dynamix
in 1990 as a network technician. I'm not sure why I never
thought
of it as a viable career until then. Once I was on the inside
I
decided to switch out of being a network guy and became a tester and
worked my way up from there. It took my parents a few years before they
stopped telling me to get a "real job."
Micajah:
In the past, you've worked on a pretty large variety of games. For
instance, your first published title with
Sierra was actually a sports game! You've come a line way since
Frontpage Sports and the Sierra team. In your opinion, what’s
driven
your career to where you are today? Ambition? Determination? Talent? Or
just plain luck?
|

Scott Youngblood of Red 5 Studios
|
Youngblood: Desire and
challenge. I love the challenge of making games. Even though
I
wasn't a sports fan, I was drawn to making the sports games just for
the challenge of it. The challenge was working with the team
to
create fun games that mimicked the real sports as closely as we could,
better than anyone else had. These days what drives me is the
desire is to make games that I want to play. If you can spend
a
significant amount of time and effort creating something that you
personally find enjoyable when its done, perfect. If other
people
find it enjoyable as well. thats even better. Ambition? No
not
really... for me it's all about the game. I want to be in the
trenches, as close to the action as I possibly can be. You
won't
see me stray too far from the “roll up the sleeves”
game
designer position. My philosophy is simple: find out what you
love to do, keep doing it for as long as you can. Lucky? In a
sense I do feel very lucky for being able to live the dream job of
being a game designer. I don't think that there is anything
else
that I would rather be doing!
Micajah: Are
you a fan of any
particular genre or style of video game? What is/are your favorite
title(s)? How have these games impacted your game design?
Youngblood: I've always loved
roleplaying games. When I got my C-64 with a tape drive the first game
I bought was Epyx's Temple of Apshai. I also love shooters
(of
course), and today I find myself splitting my time between MMOs, RPGs,
and FPS games primarily.
Micajah: You
seemed to have a
pretty solid relationship with Sony before you made your transition to
Red 5, creating two Syphon Filter games between 2004-2006. What made
you leave your current role with Sony to join Red 5?
Youngblood: Leaving Bend,
Oregon was a very hard decision for me. I absolutely loved
the
town and the people that I worked with. I could have been
happy
there for years to come. But when Red 5 came along and showed
me
what they were up to I was torn, I agonized over what to
do. Ultimately, I look at life as this... "I would much
rather
regret doing something that I've done than something I haven't
done." I looked at the opportunity that Red 5 offered and
determined that I didn't want to kick myself later for not following
what seemed to be a once-in-a-lifetime opportunity.
Micajah:
Mark Kern has
mentioned you in an interview along with their “Golden
Ticket” recruiting scheme that involves calling their 100 top
people in the industry. Was it a refreshing thing to be offered a job
by the President and CEO of a company rather than a recruiter? Have you
added any names to the Golden Ticket list?
Youngblood:
The
golden ticket
list hasn't changed as far as I know, and I don't think that any more
ipod packages are going to be sent out. Now, that being said,
there are other people that I totally respect and would love to work
with again. People who I think would be a good fit for Red 5
that
haven't already been contacted get added to a normal recruitment
channel. Jeff Lawniczak (Red 5’s Recruiting Manager), will
then
contact them and determine what their interest levels may be and handle
where it goes from there.
Continue
reading to learn
more about Youngblood's interactions
with the Red 5 team and how he plans to adapt his design goals to meet
the demands of MMOs!