‘Friday the 13th’ Interview: Gory Game Co-Creator Ronnie Hobbs Part II

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Recently,1428 brought you the first part of our interview with Ronnie Hobbs, Co-Creator of ‘Friday the 13th: The Game’. With the co-founder of Gun Media giving us candid answers, we got into beginnings, ‘Friday the 13th: The Game’, and the company’s future. Welcome back our ‘Friday the 13th: The Game’ interview part II.

‘Friday the 13th: The Game’- Courtesy of Gun Media

THE INTRO:

In Part I of our interview with Friday the 13th: The Game Co-Creator Ronnie Hobbs, we brought you the humble beginnings of Gun Media. From Gun Media’s refusal to work on games for little acclaim and reward, to Hobbs sleeping on park benches to get into E3, we got down to the grit of it all in. Now, we continue with the good stuff.

While starting with the beginnings of one of the gaming world’s most emerging companies, we move into Gun Media’s first project (Breach and Clear), all about the game industry, and the inspiration for Summer Camp (what became Friday the 13th: The Game). You guys ready to get back to it? I know I am.

So let’s all stalk some counsels, sharpen our machetes, and reopen some camps as I continue my conversation with Friday the 13th: The Game co-creator, Ronnie Hobbs.

Steve Miners ‘Friday the 13th Part 2’- Courtesy of Paramount Pictures

THE INTERVIEW:

Slasher Savior: Honestly, expanding on where the funding goes, I want companies and people like you guys to have the money. I can’t stand when “non-creatives” tell “creatives” what to do when the real “creatives” are desperate to create.

Ronnie Hobbs: Which most of the time isn’t the case. But yeah thanks for saying that about the money and Gun Media.

SS: Exactly, and of course, no problem. Call it like I see it. So tell me about Breach and Clear. I know it was basically the start of Gun Media.

RH: So ‘Breach and Clear’ was another passion of ours. Do you remember the old ‘Rainbow Six ‘games? You may not.

SS: Tom Clancy? Oh yeah, Tom and I go way back haha. But seriously, good games from what I can remember.

RH: Right. So specifically ‘Tom Clancy: Rouge Sphere’. There was a lot of heavy planning with that game. You have your squad, the special operations forces team. So you were trying to eliminate terrorists, but you could die in one hit. But it was based on planning. You set your team up and then watch them go. All of a sudden, your guys take a hit and he’s down and your like “Where is he at?” So it’s a lot about planning and re-planning. But you didn’t have to pull the trigger.

SS: Oh, so it’s like a role playing game? Not sure if I ever played that one.

RH: Well you could, but it’s easier to just set up and watch them go. We we’re like “We love that game. Let’s try to make an homage to that.” But we didn’t have the money to do a PC game, so we did it on IOS (Apple operating system).Then we got real retired Special Operations Forces guys to help design the maps and situation like using corners to your advantage and things like that. Then the game got really popular. We did over a million downloads.

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SS: Wow. Even the idea to use actual Special Forces guys to help Breach and Clear is an awesome touch that a lot of companies would’t go through the trouble of.

‘Breach and Clear’-Courtesy of Gun Media

RH: Helps add a level of authenticity. And we try to keep that pattern going with every project. If you’re ganna do it, do it right. Bring in the real guys to help design the game.

SS: When you buy any type of media, you want to emote. Whether it’s to laugh laugh, feel sadness or whatever, you want an experience. You want a journey.

RH: You want an experience. So that was Breach and Clear.