The “why” behind starting DSG

Greetings!  I’m Chris, also known as Nemco (last name “Nemcosky” truncated). I am the Chief Technical Officer and Producer here at DSG. I’d like to kick things off by looping everyone in on who I am, what makes me tick, and why I chose to venture forth into the wilds of co-founding a new studio.  

I’ve been playing video games since I could fit an NES controller in my paws, and I very quickly gravitated to RPGs and action RPGs.  My favorite game of all time is a tossup between “Legend of Zelda: Link to the Past” and “Final Fantasy VI.” When I wasn’t playing PC or consol games, I was playing tabletop RPG campaigns run by my friends. I can remember jokes and characters from these regular sessions more clearly than can I recall what I had for lunch yesterday. I firmly believe there is something about shared play that burns itself into our memories like nothing else. 

In college I knew I wanted to do something creative with computer science, but I wasn’t sure if it would be for movies or games. That all changed when I read “Masters of Doom” (a book about the geniuses behind ID Software and the creation of the classic game “Doom”). It convinced me that I really wanted to make games.  

With this newfound conviction, I worked every contact I had and landed an internship at “Big Huge Games.” It was at BHG that I got to take part in the creation of an amazing RPG, and to do it with amazing people.  (One of those amazing people was DSG co-founder, Jen MacLean.) I had an absolute blast making “Kingdoms of Amalur: Reckoning.” This experience reinforced my belief that what I’m making – and who I’m making it with – matter  deeply to my health, happiness, and sanity. 

It was around this time that free-to-play games were on the rise and I decided I needed to understand this emerging style of game. I joined up with friends at Zynga East and re-met Michelle Menard. We went to college at the same time; in fact, she was my TA for Magic Class . . . yes, like Grimoire Goodness Magic Class. 

 Abracadabra! *poof* You’re a DSG fanatic! 

Working in the FTP space really expanded my mind about who plays games, and why.  I often think back on letters we received from folks with drastically different life experiences and gaming backgrounds, some of whom were playing games I made to get through hard times.  (I’ll spare you the details, but it just got mighty dusty in this office. *snif*)   

Cut to twenty years into my career. Feeling a little burned out, I took time off to think about what I wanted to do next. I knew that what I was making, and who I was making it with, were of highest importance. I also had a desire to make games for a wider audience than the hardcore games of my youth. With these pillars, I began to shape a vision for my future career. 

The last piece of the puzzle fell into place while watching my son play games. Growing up with digital worlds so ubiquitous, he really didn’t see a stark distinction between virtual spaces and reality. Pappa bear mode kicked in and all the pieces came together: 

I wanted to make a game where my son could make core memories, feel safe, and express himself in a positive forward space. 

I am extraordinarily fortunate that Jen and Michelle came to the same conclusion at the same time. So here I am at Dragon Snacks Games, making exactly the kind of game I want to make, with people I like and respect the heck out of. That doesn’t happen too often in life, and I plan to make the most of it. I hope you enjoy our games as much as I enjoy making them. 

 

 

 

 

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Why Dragon Snacks Matters to Me