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(Check out our pre­view of PixelMetal’s game in-progress, Sombero, here!)

First things first, intro­duce your­self and tell us a lit­tle about your involve­ment with the devel­op­ment of Sombrero?

Hey there! My Name is Nick Robalik and I’m from a small game com­pa­ny locat­ed in New York City called PixelMetal. Sombrero is the local mul­ti­play­er game cur­rent­ly being worked on at PixelMetal.

How does the Sombrero team func­tion? I’ve noticed you have Bubble Pipe Media doing the sound­track but is seems like the design side is just you.

There isn’t real­ly a team. It’s all smoke and mir­rors. Other than the sound­track, which as you men­tioned is being han­dled by Nathaniel Chambers of Bubble Pipe Media, it’s just me and my mul­ti­ple per­son­al­i­ties han­dling design, ani­ma­tion, devel­op­ment, and sound effects.

I have a con­tract­ed PR rep named Scott Meaney who helps me with reach­ing out to Let’s Players, var­i­ous gam­ing press out­lets, etc. He gets paid to remind me that I have a pro­duct to shill. Er…tell peo­ple about because they might like it. He also reminds me that some­times it might be bet­ter if I just kept my mouth shut, which I’m still work­ing on…sort of… I hired him because he was the only PR per­son who played the game before intro­duc­ing him­self and try­ing to sell me on hir­ing him. And he gave good game­play feed­back.

What part of the game are you most proud of so far?

pixel 9a83cb5a8fb2de3d6cda3a3a1f6611d93eee1de3The warm recep­tion Sombrero has received at the gam­ing events I’ve tak­en it to. That’s a great, pos­i­tive reac­tion from real, actu­al gamers.  For me, that’s the most impor­tant sign that I’m doing some­thing right and that may­be I’m cre­at­ing some­thing to be proud of once it’s fin­ished and out in the mar­ket­place for peo­ple to enjoy with their friends.

If I had to pick a speci­fic part of the game, I’ve been very hap­py with where the art and ani­ma­tion is end­ing up, espe­cial­ly as the project nears com­ple­tion. I’m also enor­mous­ly hap­py with the work that Nathaniel has done on the sound­track. He’s the one who should feel proud of that. It’s awe­some and will even­tu­al­ly be avail­able as a pur­chase sep­a­rate from the game, for those who’d like their own per­son­al spaghet­ti west­ern sound­track as they’re mosey­ing on down the street.

I’ve asked a cou­ple of devel­op­ers about this before but what has your expe­ri­ence with indus­try bod­ies like the IGDA been?

I haven’t had much direct con­tact with the IGDA as an orga­ni­za­tion in at least a decade. I haven’t been to any kind of IGDA-run event since GDC 2003. I don’t real­ly under­stand the need for the IGDA in this day and age with social media allow­ing even the small­est devel­op­ers to reach out direct­ly to each oth­er and their poten­tial audi­ences. We’re expe­ri­enc­ing an unprece­dent­ed lev­el of access and per­son­al com­mu­ni­ca­tion. I feel that this is a much more worth­while approach to com­mu­ni­ty.

There are lots of lit­tle ref­er­ences in your game, where do you draw most inspi­ra­tion from?

Old Spaghetti Western flicks. 1950s B-movie sci­ence fic­tion with guys in rub­ber mon­ster suits. Classic Warner Bros. car­toons and, of course, oth­er games. For Sombrero specif­i­cal­ly, books on American Old West, Central, South American his­to­ry, and those awful fake doc­u­men­taries on the “History” and “Learning” chan­nels on ridicu­lous ideas like ancient aliens that I keep find­ing myself watch­ing.


What advice do you have for peo­ple who want to make their first inroads into game devel­op­ment?

Start small. Don’t expect your first projects to set the world on fire – though of course they always could – and don’t blame gamers for not lik­ing your game if it doesn’t catch on. Not even if you’ve man­aged to receive pos­i­tive cov­er­age from some of the gam­ing press. Above all, if mak­ing games is what you real­ly want to do, don’t give up; prac­tice makes per­fect, as does pay­ing atten­tion to what it is gamers are say­ing in terms of what they want and how you can bet­ter appeal to them in your own unique way.

What has been the most chal­leng­ing part of devel­op­ing Sombrero?

Learning to be a devel­op­er! While I’ve done web devel­op­ment and the occa­sion­al small appli­ca­tion in the past, when­ev­er I’ve worked on games I’ve worked on them with a team and oth­ers have han­dled the pro­gram­ming. For Sombrero I want­ed to try to do every­thing myself – or at least try to – and so get­ting back in touch with my code side has been a learn­ing expe­ri­ence.

How impor­tant do you feel is games media to the poten­tial suc­cess of inde­pen­dent games? Do you feel more able to con­nect direct­ly with fans?

The “tra­di­tion­al” larg­er web­sites will always be one way to get the word out but If we’re being real­is­tic, and look at what the hard data says gamers are pay­ing atten­tion to, it’s enthu­si­ast press that are pub­lish­ing in-depth arti­cles on the games their audi­ences are inter­est­ed in, along with those who do a lot of Let’s Play videos on YouTube. The goals of enthu­si­as­tic ama­teurs tend to be more in line with my own in terms of games: find/make fun games, let peo­ple know about them who may enjoy play­ing them.

It’s a much sim­pler for­mu­la deal­ing with enthu­si­ast press, there’s a lot less mis­placed ego in that sub­sec­tion of gam­ing press, and I’m hap­py to inter­act direct­ly with fans when Sombrero is being shown at an event. They always provide the best game-related feed­back and most are not afraid to share their opin­ions.

Sombrero has a large focus on local mul­ti­play­er in a time when many games are shy­ing away from even hav­ing that option; do you think local mul­ti­play­er is being over­looked in mod­ern gam­ing?  

As near as I can tell there’s more games, thanks to the small­er devel­op­ers, that are help­ing to rein­vig­o­rate the idea of local mul­ti­play­er. There’s some­thing to be said for sit­ting next to the peo­ple you’re com­pet­ing again­st, and it’s not some­thing that online play has been able to repli­cate so far. There’s a rea­son large tour­na­ments for even games that are online-only don’t hap­pen vir­tu­al­ly.


How do you feel about Steam’s new return pol­i­cy, as a devel­op­er does it make you wor­ried?

It’s awe­some. I think the refund win­dow should actu­al­ly be even longer than 2 hours of game­play time. What’s good for con­sumers is good for devel­op­ers in the long run. It also has the poten­tial to help weed out a lot of the shov­el­ware and Early Access abuse on Steam.

Any devel­op­ers com­plain­ing about it are wor­ried they’ll see their games judged on their mer­its as a game, and I con­sid­er that a good thing.

Who would win in a fight between a cow­boy, a nin­ja and a pirate?

I think the answer to that depends upon the loca­tion of the fight!

Sombrero has quite a dis­tinc­tive spaghet­ti west­ern aes­thet­ic. How hard is it to make 2d games stand out in a crowd­ed mar­ket?

I can only answer for myself on this, but I think that the biggest hur­dle indie devel­op­ers are fac­ing the­se days in terms of style is over­com­ing the urge to make their game look like anoth­er suc­cess­ful game. Copying an exist­ing pro­duct is the low-hanging fruit of game devel­op­ment. The best thing to do, I think, is to look for the kind of peo­ple who are inter­est­ed in cre­at­ing a pro­duct that looks a bit more unique and can stand on its own visu­al style instead of pig­gy­back­ing pop­u­lar prod­ucts.

That being said, I might have it a bit eas­ier on the visu­al side because I’m a design­er by trade and have spent most of my life doing illus­tra­tion, ani­ma­tion and inter­ac­tive design stuff.

I think it’s pos­si­ble to make a com­mer­cial pro­duct that still lets the per­son­al­i­ty of its cre­ators shine through. Because of this, I try to take influ­ence from the titles I enjoy, a lot of lit­tle thing things, but try to merge and mold them into a unique con­cept. Something that will hope­ful­ly appeal to oth­ers. That’s what I’m try­ing to do with Sombrero, at least. Fingers crossed.

Last of all, where can peo­ple find you and where can we find more infor­ma­tion on your projects? Let shilling com­mence.


To find out over­all infor­ma­tion on PixelMetal – a pre­ten­tious way to say “me” – peo­ple can go to and book­mark http://pixelmetal.com

To get right to the goods on Sombrero, peo­ple should head on over to http://sombrerogame.com

For those who like to stay up-to-date through social media, fol­low the PixelMetal Facebook page where I post Sombrero updates at http://facebook.com/PixelMetal

If any­one would like to yell at me direct­ly to tell me why I’m wrong about some­thing, they can harass me on Twitter at http://twitter.com/pixelmetal


(Disclaimer: The author and edi­to­ri­al staff are friend­ly on Twitter with Nick Robalik. Images via PixelMetal LLC/Sombrerogame.com)


https://supernerdland.com/wp-content/uploads/2016/04/header-pixel.pnghttps://supernerdland.com/wp-content/uploads/2016/04/header-pixel-150x150.pngJohn SweeneyInterviewsInterviews,PixelMetal,Sombrero(Check out our pre­view of PixelMetal’s game in-progress, Sombero, here!) First things first, intro­duce your­self and tell us a lit­tle about your involve­ment with the devel­op­ment of Sombrero? Hey there! My Name is Nick Robalik and I’m from a small game com­pa­ny locat­ed in New York City called PixelMetal. Sombrero is the…
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John Sweeney
John Sweeney is a ter­ri­bly British man with a back­ground in engi­neer­ing. He writes long-form edi­to­ri­al con­tent with analy­sis of gam­ing, games media and inter­net cul­ture. He also does the occa­sion­al video game ret­ro­spec­tive with a week­ly column about Magic the Gathering thrown in for good mea­sure. He also does most of our inter­views for some rea­son, we have no idea why. A staunch sup­port­er of free speech and con­sumer rights; skep­ti­cal of agen­da dri­ven media and sus­pi­cious of unac­cou­table author­i­ty but always hope­ful for change.