SharkyExtreme: What did you do before joining Southend Interactive?
John Mancine: I was a full time student which occupied most my time, but I have always been doing research into various areas of game programming to make sure my skills are up to par.
SharkyExtreme: What is your role in the development of Blitz - Disc Arena?
John Mancine: I will be working on several aspects of the game. Essentially, Daniel and Anders handle the cutting edge technology code, whereas I will focus more on things like gameplay, user interface, AI, and whatever else I can get my hands on. We are a close-knit team though, so there are very few areas that just one person focuses on totally independently.
SharkyExtreme: At first look, the game appears to be a weird cross between speedball, mixed with a little Frisbee, ‘extreme rollerblading’ and fragging. What kind of game is Blitz Disc exactly, and where did this unique idea for a game originate?
John Mancine: I've heard a lot of comparisons about our game, but I must admit that a rollerblading likeness is a new one. *smile*
Rumor has it that Daniel Jeppsson first brought the idea of 'Speed Ball meets the modern FPS' to the team. Everyone could immediately see the potential of this original concept. No one has done a game like Blitz, which is really exciting. The FPS market has been swamped by the same concepts rehashed over and over ...so it’s really exciting to be working on a concept that is so fresh and new.
I don't think there is a game genre right now that really describes Blitz. When you combine the various aspects of the game (FPS elements, sports elements, close combat fighting, strategic ways of upgrading your team etc.), I really do think we stand in a class of our own.
