Kickin’ it with Jed Henry – Edo Superstar
This week we bring you a double feature of Kickin’ it with! First up is Jed Henry, creator and artist working on an interesting project called Edo Superstar.
4cr: Hi Jed! Can you please tell our readers a bit about yourself?
My name is Jed Henry. I’m the creator of the Ukiyo-e Heroes series, which is the highest funded art project on Kickstarter. My artwork combines old and new Japanese design, in the form of medieval woodblock prints, along with modern games.
4cr: You’ve already got one successful campaign under your belt (with Ukiyo-e Heroes) and you’re now back with a new project. What can you tell us about Edo Superstar?
Edo Superstar is a really unique concept. First off, it’s a mobile game with the heart of a console classic. We designed the gameplay to take full advantage of touch screens, while still maintaining a classic SNES vibe.
Edo Superstar is a fighting-based RPG. Players can enjoy the tight controls and brutal combos of a fighter, along with the engaging story and leveling of an RPG. We eliminated the awkward buttons found on most mobile fighting games, and created a new control system from the ground up. We’ve been play testing the demo for a few months, and we’re very pleased with how fun and instinctive it feels.
4cr: How many people will be working on Edo Superstar once the campaign is funded?
We have a pretty small team – only 3 people! It’s truly an indie project.
Jed Henry: Art director. You know me – I’m the guy who draws Japanese stuff.
Jordan Calderwood: Game Design. Jordan devotes many hours every day to playing games. He’s excited for the challenge of finally making one! He loves the Paper Mario and Rayman series.
Russ Zimmerman: Programming. Russ is a 20-year veteran in the programming world. He knows Unity like a pro, and makes miracles happen every day for our project.
4cr: Since the game is being developed in Unity, have you considered porting it to next gen consoles (Wii U, PS4, XBO)?
We have definitely considered this. It’s expensive to get a developer’s kits, so we need to wait until the game is finished and bringing in revenue to expand into these systems.
4cr: You’re doing something interesting with the campaign since, once funded, the game will be developed and made available for free for a short period of time. If a copy of the game itself is technically not a reward per se for the campaign, what can you tell us about some of the rewards available to backers of your project?
The game is a reward. Because of Apple’s stringent controls on the App store, this is the only way we can get it into backers’ hands. We will only let backers know that the game is available. Only after everybody has downloaded their copy, we’ll finally let the world know that that game has released.
As for other rewards, I encourage everybody to go see for themselves!
4cr: The stretch goals are focusing on making the game even bigger upon release. Would reaching said stretch goals affect the release date for the game since you’d now be dealing with a bigger project as a whole?
That’s one of the beautiful aspects of downloadable games: you can release them in chapters. Our plan is to release big chunks of the game as we finish them. It’s an appropriate formate for delivering a long RPG like this game.
4cr: Your brother will be working on the soundtrack for Edo Superstar. How does it feel to work with your brother on creating this universe both visually and musically?
We’ve worked together many times in the past. I can always count on him to do amazing work, and we always click creatively . It’s nice to have such a talented go-to guy.
4cr: Thanks for your time, Jed. Would you like to add anything else?
We encourage everybody to please check out the game on Kicsktarter. It’s a very cool, new concept. Our current build of the game works great, and the sky is the limit!
We’d like to thank Jed for his time, and hope that Edo Superstar reaches its funding goal and then some!