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Interview with 3D Artist John

We interviewed John, a pro 3D artist and long-term Her Interactive employee!

Her interactive: How long have you worked at Her Interactive?

Oh boy, I’ve been here for just over 11 years.  I’ve started as an intern, so if you include my internship it’s almost 12 years.

Her Interactive Magnifying Glass

Her interactive: What do you like about working at Her Interactive?

Believe me, people that I work with makes a big difference.  They are all talented and fun to be working with.

Her Interactive Magnifying Glass

Her interactive: Name one of your favorite, memorable environments.

Wow, I have so many environments that I like but I think my favorite is Apartment in Shadow at the Water’s Edge.  Why?  Because the room design was based on my sister’s apartment in Japan.

Her Interactive Magnifying Glass

Her interactive: If you could visit any location in a Nancy Drew Game, where would you go?

I’ve never been to a Europe, so Germany may be nice.

Her Interactive Magnifying Glass

Her interactive: Is there an environment you would like to create in the future?

Let’s go to Space Exploration!! :)

Her Interactive Magnifying Glass

Her interactive: If you attended a murder mystery dinner party, which character would you most likely be?

A)     The Culprit

B)      The Victim

C)      The Innocent Dinner Guest

D)     The Inspector

A ) The Culprit.  Because I’m usually very good at hiding my identity.

Her Interactive Magnifying Glass

If you had to decide between one of the following actions, which would you choose?

Catch a culprit, spend the night in a haunted house, or discover a hidden passageway or room.

I also like to explore, so definitely enjoy discovering hidden or new places.

Her Interactive Magnifying Glass

Her interactive: Do you have any fun extra bits of info or fun facts about what you do? Any secrets or stories you’d like to share?

Well, my very first game that I’ve worked as an intern was a Message in a Haunted Mansion.

Remember the ransom note “LEAVE THE MANSION NOW!” That was my writing and no second take; I’ve wrote it only once and made it to a game….yes!!

 

Thanks John for all of your hard work over the years and for helping to make Nancy's world come to life!

Nancy Drew: TXT Challenge #2!

Tetx Now!

Help Nancy Drew solve this text-based mystery and win great prizes!

Text the word “NANCY” to 82257 and start your adventure today!

 

TEXT- TO-WIN! Contest Ends on Thursday, January 19, 2012 at 11:59pm PT.

Enter today! The first 200 participants will receive a 50% off coupon for any Nancy Drew Digital Download game, all other participants will receive 25% off.
 

Alibi in Ashes BONUS Edition

Big Prize!


Grand Prize: Solve all 10 questions and have 60 or more points and be entered into the Grand Prize:

• One BONUS 25th SPECIAL EDITION copy (physical) of Alibi in Ashes

• Alibi in Ashes Strategy Guide

• Nancy Drew Leather Wallet

• WWNDD Sweatshirt (What Would Nancy Drew Do?)

• One copy of Nancy Drew (2007) the movie

• $100.00 Amazon Gift Card


Post to Facebook!Don't forget to post your scores to Facebook!

December Holiday Sale!

December Holiday Sale

The Holidays Are Here!

Purchase any Nancy Drew (physical) game during the month of December and you will receive 50% off plus a free strategy guide and one Koko Kringle bar with each order! Offer applies to games #6-25. Each game purchased will receive a free strategy guide while supplies last.

More Gift Ideas!

Purchase The White Wolf of Icicle Creek for the Wii, The Hardy Boys: Treasure on the Tracks for the Nintendo DS, or Nancy Drew: Curse of Blackmoor Manor DVD Game for ONLY $9.99!

So hurry and purchase your games before Sonny Joon’s aliens consume all the chocolate, and the Koko bars run out!

*Offer begins Friday, December 2nd and ends Thursday, December 29th or until supplies sell out. Offers are only available from www.herinteractive.com and apply ONLY to Physical Orders. Strategy Guide Bundle & Koko Kringle bar quantities are limited and offers only apply while supplies last.

Interview with Sales Operations Manager Maureen

We interviewed our Sales Operations Manager, Maureen!

 

Her Interactive: How long have you worked at Her Interactive? 

Maureen: I've been with the company since Sept. 2002

Her Interactive: What do you do as Sales Operations Manager?  

The short answer is - I work with our distribution center, as well as other companies like Amazon and Interact!, to make sure the consumers who order our games receive their orders in the best manner possible. This year we also took a more active role in manufacturing and managing all the games you see in your local stores so I manage a lot of inventory. I also spend a lot of time gathering information and putting reports together.

Her Interactive: What do you like about working at Her Interactive?  

My favorite part is the amazing people I’ve had the pleasure of knowing over the last nine years, which includes the incredibly smart and creative people I’ve gotten to work beside and the Nancy Drew fans.

Her Interactive: What is your favorite Nancy Drew game? 

Ghost Dogs of Moon Lake, even though I got lost in the forest before the graveyard about a dozen times.  = ^ )

Her Interactive: Could you describe one fun or interesting experience you have had since you’ve been here?  

Our office is situated in a park-like setting surrounded by nature so we get to see a lot of animals. Several years ago, some of us were outside and we heard something coming through the vegetation near the slough, next thing we know… here comes an otter dashing across the grass.  He crossed over the parking lot and headed for the water on the other side of the park… That was pretty interesting!

Her Interactive: What is your favorite movie? 

At this time of year that's easy, It's a Wonderful Life.

Her Interactive: If you could travel anywhere and do anything, where would you go and what would you do?  

There is no one place I would like to visit. If I could do anything, it would be to travel around the world and learn about other cultures and try to capture them with my camera.

Her Interactive: If confronted with one of the following options, which we you choose?

A) Expose and catch a criminal

B) Sleep in a haunted place

C) Hunt for treasure in a dangerous location

A.   I like to figure out the what and the why…

 

Thank you Mo for taking the time to share with us a little about yourself, and thank you for all of your years of hard work at Her Interactive!

Interview with Character Designer Van

We interviewed our Character Designer, Van!

Her Interactive: How long have you worked at Her Interactive?

Van: "I have been here about a year now and am coming close to finishing my second Nancy Drew title."

Her Interactive: What do you like about working at Her Interactive?

I get to make video games along with many other talented and passionate people. How cool is that? I’ll just leave it with a short answer. Otherwise the list is long and could take a while.

Oh yeah, hacky breaks are great, too.  

Her Interactive: Do you get to design all of the characters in the games?

Yes. I design all the characters you see in the games.

Her Interactive: Have you designed some non-animated characters that went into a game?

I designed the phone friend images for ASH which included Ned who is non-animated. I’m also designing a few non-animated characters in the next game but I’ll keep my lips sealed about that for now.

Her Interactive: What is your design process like?

I first read over the detailed description from the game designer and put together the pieces I’m given. Once I have a rough idea of what direction I’m going, I’ll go online to gather reference material and do a little research. Then I start drawing.

At this early stage of design, I think about it like I’m casting actors and actresses for a movie. My advantage is the entire population is at my disposal and I’m able to takes parts of one person and mix them with parts from another like Dr. Frankenstein except my creations look less scary.

I think a lot about what it is that makes actors and actresses playing similar roles so believable. Not only the physical traits but also unique characteristic traits considered. I try not to throw things in “just because”. I also make an effort to not have the characters look too much like any specific celebrity but familiar enough to relate to. It’s a bit of a balancing act.

My concepts are mainly drawn digitally because I can make changes very quickly. Now and then, I’ll scrap something and start over because no matter what I do, it’s just not working. A number of people in the office also see my progress at certain points and give great feedback. I spend a good amount of time on concept work so I have a real clear direction to go when it’s time for me to create the 3D model.     

Her Interactive: What is your favorite step in the creation of a character?

I definitely love concept work. It feels like play time. I also really enjoy the final tweaks and finishing touches to 3D models. The last 2% really makes them shine.

Her Interactive: Were any of the characters in ASH hard to design? Any tough parts?

The toughest characters in any game for me are the ones who have a long history in the Nancy Drew world such as George and Bess. Characters like these have expectations and not everyone envisions them the same. I really have to be careful and respect the source material for these characters. Ned was also redrawn quite a few times.

Her Interactive: What was your favorite character in ASH that you enjoyed designing?

I would have to say Alexei Markovic. He’s such a kooky old guy. I was able to really let loose and go a bit crazy.

Her Interactive: Is there a character (genre/style, or specific person) that you would like to design in the future?

I have my fingers crossed for a monster like we saw in CAP.

Her Interactive: What happens to your character when you are finished with him or her?

They are handed over to the animators to be brought to life.

Her Interactive: Do you have any fun extra bits of info or fun facts about what you do? Any secrets or stories you’d like to share?

I know more about women’s clothing than I thought I ever would. Terms like “a-Line“ and “scoop neck” come to mind.

Sometimes, reference images of clothing I find online aren’t enough for me to accurately create a 3D model. I often can’t tell what the texture or pattern is like, how the material hangs or reflects light and other issues like that.  I admittedly have been in the women’s clothing department more than once since working here, and no I have not tried anything on.

Nik and Cathy: Interview with Our Writer and Designer

We interviewed our game designer Cathy, and writer Nik!

 

Her Interactive: How do you come up with the game ideas?

Cathy

"We look at the recent games for the types of mysteries, characters and locations used in them and then start to brainstorm ideas that would be a nice contrast or haven’t been done before. We also try to alternate spooky/adventure/mystery among titles, so if the last one was spooky, we don’t tend to pick a spooky one again. Then we’ll pick our crime and start building from there."

Nik

"We have a lot of material to draw from, and so many great ideas floating around the office that it’s less “Oh no, quick we need an idea!” and more “Which one should we do next?” At any given time we know what the next few games are going to be, and I can tell you honestly that I am really excited about the next couple of games, and I think you will be too. But for now they’re totally top secret, my lips are sealed. I wouldn’t tell anyone, not even if he or she were to send a large box of chocolate addressed to “writer” to our offices. Not even then."

Her Interactive: As writer, what all do you write? (Characters, script, written assets, anything we wouldn’t expect?)

Nik

"As the writer I write all of the dialogue, and many of the written assets (the notes and letters you find while playing the game.) The overall story of the game is a collaborative process. I bring my knowledge of how stories work, Cathy brings her game design experience and together we hash out the overall game. Throughout the entire process we look to the office for input. If anyone has a good idea, it goes in!"

Her Interactive: How do you prepare in creating a new game? What are the early steps from inspiration?

Cathy

"Once we have our basic plot and rough character guidelines, my first step is always research. I’ll start online to get general ideas, then head to the library for more in-depth reference material. During this time, I’ll come across lots of great ideas and inspiration, both written and visual, that help build the world and the mystery. Those elements are then used as building blocks for the mystery to keep things real. For example, in ASH the gas chromatograph was a direct result of researching arson investigation techniques. I’d never heard of such a technique before then. And, fun fact, kept mispronouncing it for ages since I didn’t realize chromatograph and chromatography aren’t said the same way (turns out they’re like photograph and photography)."

Her Interactive: What are the steps in the design process? For the story?

Cathy

"We start with the high level concept (eg. Nancy’s framed for arson) and rough characters. We’ll then start adding major plot points and choose our villain. The design and story are then further flushed out with the minor steps needed to reach those milestone moments. Once the main outline is complete, puzzles start getting implemented and shortly thereafter script begins. To complete design, all the elements are combined in a logic document that maps out the entire game play."

Nik

"We usually start with a location, a theme, and one or two Nancy Drew books. Then we talk. And talk. And talk. And argue. And talk. And take hack breaks. And talk some more. Before we begin to flesh out the game, I like to spend a few weeks researching. Sometimes the research involves watching movies that have a similar feel to what we’re aiming for, sometimes I raid the giant stack of books on Cathy’s desk. Research can be the most fun part of the job, and it’s when I learn the most. For SAW, I spent a lot of time watching, Japanese horror movies since we wanted to have that same type of atmospheric scary feel in the game. But, since the game wasn’t just about the scare, the research didn’t stop there. I went to see a tea ceremony, read a ton about traditional arts in Japan, and got the chance to meet with a cultural consultant.

Once I’ve got all of the raw material for the story, it’s time to write. I know from peeking at the message boards from time to time, that many of our players love to write too, so I won’t go too far into something that most of you are very familiar with. In a nutshell, the process is best summarized as failing forward. The first draft is terrible and wrong. The second draft is  hopefully less terrible, and less wrong. I keep this up until I end up with a draft that feels good. Writing is a lot like dying Easter eggs, if you quit after the first dunk, no one is going to respect your ugly egg. You’ve got to keep dunking and dunking until you’ve got a nice, richly colored egg that would be exciting to find hidden away on a bookshelf. This metaphor is not topical… okay, writing is like carving a pumpkin… it… umm, you put a candle… never mind, let’s just use that egg thing. I redraft often, and love getting feedback from around the office."

Her Interactive: What is your favorite step in the writing process or another task?

Nik

"Recording. The script isn’t done until it is recorded. The recording session is like a live, final polish on the script. We get to hear if the jokes work, and see if the story beats carry any emotional weight. When they don’t, we prod and poke at the material until it’s just right. We’re lucky to work with a pool of extraordinarily talented actors who are able to really make the lines come alive in ways that I sometimes don’t even expect. Recording Nancy is always a blast, as well. Lani, who plays Nancy, is hilarious and always full of great suggestions and Nancy-isms."

Her Interactive: What do you do when you hit a snag/error in the design?

Cathy

"First I have to identify the type of problem (missing object, infinite logic loop, story plot hole, motivation, etc.), then decide if it’s a small or large fix. The small ones are easy, but the larger ones have occasionally resulted in massive redesigns. In the end, it’s all about identifying the issue and finding the best solution for everyone involved, including our players’ experience."

Her Interactive: Have there been any characters that you found difficult to bring to life? Is there a character you would like to bring back?

Nik

"Yes. Every game has one character that I end up rewriting again and again. Miwako, Lukas, and Alexei frustrated me to no end when I was writing the drafts, but now they’re my favorites.

I don’t know about bringing characters back, I’m more interested with discovering new villains and pranksters and scientists and deranged librarians and mad scientists and robots and agoraphobic house painters… That being said, my favorite reoccurring character is Bess. (Spoiler alert – she’s coming back. Often :D )"

Her Interactive: What has been your most favorite puzzle to design? Which was the hardest to design?

Cathy

"My favorite was Bento. I love creating logic puzzles and Bento needed multiple levels using a really fun design. Plus, I got to look at a lot of amazing real-world animal bento while looking for reference images.

The hardest would be Raid. Not only did it have a computer opponent that needed the AI rules designed for how it played, but it was also supposed to be inspired by German board games/card games, which I’d never played before. Top that off with a deck of cards, and their balanced against each other power rankings, that also affected three other puzzles, and it meant one minor change to any element caused major trickle down problems. But it was a great learning experience and I was quite pleased with the end result."

Her Interactive: Do you have a favorite written in-game asset you have done? Second Chance note?

Nik

"One of my favorite non-dialogue writing assignments was actually Yumi’s blog. At first the idea of keeping up a blog for a fictional Japanese girl seemed like it was going to be a nightmare, it certainly was not something I’d ever imagined myself doing. But after a few entries, I started to have a lot of fun. I spent the month the blog was running keeping a camera ready in case I saw anything in the Seattle area that might pass for something you might see in Kyoto, I made bento in my kitchen (it was gross, but it looked… it looked gross, let’s face it.) By the time the blog ended, I was sad to wrap it up. My absolute favorite part of the blog was interacting with the fans. I was really surprised and excited that so many readers were willing to play along. Each day I found comments that showcased what a clever, fun-loving, and interesting group of fans we have."

Her Interactive: Have you read any Nancy Drew books? If so, do you have a favorite title or theme?

Cathy

"Yes. I’ll read the book that each game is based on and I read the Mystery Files when I was younger, along with the occasional old yellow back when I could find one. I liked the older books for their prevalent use of the supernatural and gothic, but they often felt rather dated, which is another reason I read the Mystery Files more frequently instead."

 

Thanks Nik and Cathy for taking the time to answer these questions and for giving us insight to the making of the games!

Alibi in Ashes: Interview with Kevin and Keller on the Making of the Music

We interviewed Kevin Manthei and his daughter, Keller, on their collaboration of creating the soundtrack “Tension” for Alibi in Ashes!

 

Her Interactive: What were your inspirations for creating spooky music?

Keller: Every time I play the piano it just comes out spooky and scary. I like to play in minor keys. I just start playing until something really good comes out. 

Kevin: I like to imagine where the piece would play and I focus on the adjectives Her Interactive gives me like: unsure, anxious, edgy.  These adjectives really help!

 

Her Interactive:  How did Keller contribute to the making of "Tension"?

Keller: I wrote a little piece on the piano and then my Dad based "Tension" on my piece.  I asked my Dad if he could use the song on one of his projects and he said yes and thought the Nancy Drew game would be perfect. In my Dad's studio he sat in front of the computer and I stood on the side and watched how he did everything. The first part of the piece was my music played in pizzicato strings. Then my Dad made lots of variations and added other things to it. I stayed and listened and gave my opinion on the piece as he worked on it. 

 

Her Interactive: What sounds did you use? (Instruments, effects, etc)

Keller: Pizzicato Strings, Piano, Bass Drum, Flute, Strings, Harp

Kevin: We used live violin in this piece - I love working with real musicians!

 

Her Interactive: What can you imagine is happening when this music plays?

Keller: Someone is getting chased!

Kevin:  Knowing how smart the people are at Her Interactive, they will find plenty of great places for this piece in the game.  I just think of many tense moments in the game where this can play. 

 

Her Interactive: What thoughts and steps did it take to get the final piece?

Keller: About 500!

Kevin:  :)  With this piece there was some added effort of working with Keller - getting her idea into the computer and transforming it from a piano song into an orchestral song and then working on the variations of her ideas. 

 

Her Interactive: What is your favorite part of making "Tension"?

Keller: All the different beautiful sounding instruments.  I like spending time with my Dad too!

Kevin: Working with Keller and having fun hearing her ideas and thoughts as we worked on it. 

 

Thanks Kevin and Keller for taking the time to talk to us about the music you have created for Alibi in Ashes! The music is suspenseful and adds intensity and urgency to the story and game play, which makes it a lot of fun.

Alibi in Ashes is available to purchase in our shop. Get the game with Kevin and Keller’s music playing in the background as you try to solve the arson case and save Nancy’s reputation.

Alibi in Ashes: Pre-orders Update

All –

Although we are still working diligently on the issues surrounding the downloading of our newest title, Alibi in Ashes, we believe that we have made some progress and want to encourage you to once again attempt to download your game.  Again, this issue is not completely solved and we are still trying to determine exact causes but we do have a reasonable expectation that you will be able to successfully download your game at this time.

Please follow this procedure to help ensure a successful download:

1) Please download the game with the provided link. Once the download is finished, install the game.

2) If you encounter an error, please try to download and install the game a second time with the same link.

3) If after your second attempt, it will still not download, please send an email to techsupport@herinteractive.com

4) In the email, please let us know the following: Your computer’s operating system (MacOSX, Vista, XP, Windows 7) and the browser you are using (Chrome, IE, Firefox, etc…). Also, please tell us about your internet connection (dial-up, Cable, 3g-tethered phone, etc…) and whether you have a wired or wireless connection.

5) We will respond as soon as possible with further details on how to download your game successfully.

Again, thank you for your patience while we address this matter.  It's times like this that remind us how lucky we are to have such passionate fans.

Temporary Delay: Alibi in Ashes Download

Unfortunately, we find it necessary at this time to suspend all downloads of Nancy Drew: Alibi in Ashes until we solve the download issues surrounding the game.  As soon as this issue is resolved we will notify you immediately.  We apologize for any inconvenience this may have caused.  Thank you in advance for your patience.

--The Her Interactive Team

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