Nexus #1- An Idea Inception Story

The founders of D-Verse Publishing and creators of the game Nexus, Jason (Jay) Goike and Scott Rumptz are my heroes for starting and developing their own game. And like any good hero story, it is best to begin at the beginning. So, I asked Jay and Scott about their history together as far as games are concerned to get a better idea about how their journey to create a game began.

HockeyBoysJay and Scott both grew up in Detroit and cut their teeth early on Palladium games such as Teenage Mutant Ninja Turtles And Other Strangeness, Robotech, and eventually Rifts. Being youngsters, they often modified the rules to make the game more fluid and to not get bogged down in the mechanics that didn’t matter to them. Both of them really enjoyed the character creation part of the games. “I didn’t really have the money for miniatures and paints, they always seemed out of reach for me [which is why] I loved spending time illustrating and developing a character’s backstory,” Scott Rumptz tells me. –But the two young boys didn’t stop there with tinkering with games. Scott follows up by saying, “Jason and I were never satisfied just playing someone else’s games or reading other people’s comics. While I loved the worlds that we were exposed to, they mostly just filled me with a desire to create my own. Not necessarily to make something better, just my own. Jason and I always did that. We made our own comics. We made our own games.” Jay mirrors these comments about their creativity starting at a young age.

JayJay Goike tells me, “eventually we would create our own RPG’s with different mechanics. Our home-brew games just became part of the rotation with the official games we continued playing. We didn’t have a larger group of friends that were into what we were into, so most of the time it was just the two of us playing.  Naturally, one of the home-brew games we created was a 2 player arena combat game. Out of all our home-brew games we created, this is the one that we kept playing.” –After years of the mixture of home-brewed 1v1 games and tweaked commercial games, the boys came across Games Workshop and played Blood Bowl. Jay goes on to tell me, “back then I painted Ral Partha mini’s with Testors paint in my parents basement with no ventilation LOL. I like to say I was part of the ‘lead’ generation.” —That might explain some things Jay.

As many friendships do, Jay and Scott’s lives took different forks in the road with Scott ending up in Memphis, TN and Jay going to Film School. As fate would have it, years and years later, Jay would eventually come to work at the same company Scott was working at in Memphis –which is where I met both of them. Now 30 years older, both married with children, they were reunited (*sings* and it feels so good). After working together, droning on like good little worker bees for years, they go out to lunch and Jay pops the question– “We are finally in a financial position to really make something great. Let’s do it.” and with the smile on Scott’s face, he continued telling me, “We started talking about that game we created as children. We got excited and carried away with the idea to bring this to life. We fell in love with the idea of bringing something from our childhood into our present lives and sharing it with others.”–And they picked up right where they left off as kids. Excited, driven, and finally able to see one of their own creations come to life.

CosplayI pressed Scott a little more to gain some additional insight into this desire to create. Scott answered, “for me personally, it was to keep from losing my mind. After years of working, raising children and being constantly bombarded by inspiring art and storytelling in every possible medium, I needed to create something myself before I exploded. Making a game seemed to bridge all my creative outlets with my systematic and analytical thought processes. This was a chance to express myself. It became more like an art project than a game.”–I can understand the need for creativity and creation, but it begs the question…why not just create something for yourself? Why go through all the trouble of making a game available to the public? To which Scott answered, “We have had a lot of fun designing and playing it [and decided to have some other people try it]. When we first started having strangers play test Nexus, we thought there was no way anyone was going to ‘get it’ and enjoy it as much as we do. We were wrong.“–And the desire to share the game grew stronger for our two heroes.

Next up in the Nexus Designer Blog, I ask Jay and Scott about the mechanics of Nexus and how they came up with their ideas of making this game work.

If you like what you see, be sure to follow, like, and share. Also feel free to comment. I am really having a great time writing these and hope you are having just as much fun reading them.

To learn more about the game of Nexus, go here: https://d-verse.com/nexus/

Nexus #2- I thought mechanics were people who worked on cars

When Jay Goike and Scott Rumptz started telling me about the mechanics of their new game Nexus, I was a bit confused although I never told them that. After all, I didn’t want to look stupid. I honestly thought that it was going to be a game about cars or something with all this talk about mechanics this and mechanics that. I’m glad I never said anything. It’s our little secret /wink.

Ok, now that I know what mechanics are in reference to tabletop games –thanks BoardGameGeek— I decided to ask Jay and Scott about the origins of the mechanics behind Nexus. Everyone that knows me knows I can’t just come out and ask a question as simple as “what are the mechanics of your game?”–No, no. That would only tell half the story. You see, whenever I am facing a new topic, problem, or choice, sometimes I find it useful to think about what I don’t want it to be and go from there. Let’s see what our two heroes have to say about this approach of what they knew they didn’t want in Nexus mechanics.

how-to-win-a-game-of-chess-in-two-movesBut first, one thing you should know is that Scott is a chess player. He has been playing chess forever and on his desk you will find 3-inch thick books on chess strategy. Knowing this, his first answer was surprising to me. He said he didn’t want a game that was “pure strategy.” He explained to me that in pure strategic games like chess, the more experienced, educated, and overall better player wins the game almost every time. And let’s be honest, how much fun is it to play a game with your friend when he wins every time? — more on losing in the game of Nexus later. Scott continues that he didn’t want mechanics which would allow the player to engage in “systematic game play” where they would “find a routine that works more than it doesn’t.” This goes right along with the purely strategic games. If I know I can execute maneuvers A, B, and C, and I will win the game more than not, the game becomes stale and not much fun to play — this works well in puzzles such as the Rubik’s Cube –I love the Rubik’s Cube!—but these type of systems wouldn’t go over so well in a tabletop game. Jay had several reasons he chose which mechanics were important to him. And those reasons were his wife and kids.

One of the biggest things for Jay is having time to play. Like Scott, he’s married, 3 kiddos, a full time job — geez, it’s a miracle the guys have time to wipe their butts — they wipe their butts I’m pretty sure. When asked about time mechanics in the game, Jay said, “this is a personal thing since we each have busy schedules and three children a piece.” But Jay did not want to sacrifice complexity for time. He continued, “we wanted Nexus to have depth in its world and dynamic game play but we didn’t want a game that required three or more hours to play.” This makes sense. Being married with 3 kiddos myself, just like Jay and Scott, I understand it’s hard to schedule time to hang out with the guys for hours on end when there’s always Boy Scouts, piano lessons, baseball practice, a leaking sink, or a myriad of other fatherly duties to perform. Losing in a game is one thing, but losing at being a father and husband is just not an option. And speaking of losing–see, I told you I’d get back to losing in Nexus– let’s hear what Scott has to say about the origins of losing mechanics in the game.

When I brought up what Scott knew for sure that he did want in the mechanics of the game, he was quick to answer. Scott said, “I want excitement! I have nothing to prove when I play a game. I don’t care if I win or lose, I just want to feel the rush of excitement that competition brings.” See, this is where Scott and I disagree. I am an ok loser, but not a great one. Losing now and then is part of life and picking myself up after a big loss or failure is something I have always struggled with. When I heard Nexus was 1v1 arena combat, I was quite worried about losing. Scott reassured me by telling me, “we created a game that rewards you for playing, not simply for winning.” Now that is something I can get behind! Participation award anyone? Count me in. Jay was equally as reassuring, “Nexus is designed to grow with you. It is fast paced and easy to learn the core basic rules without being too simple. You can game  for an hour or two and they build upon each other in a legacy format.” Simple to learn? We shall see about that — If I can learn it, anyone can. I’m not exactly sure what Jay meant by “a legacy format.” I think it has something to do with a leveling-type system where you grow after each game and you carry that with you to the next fight. One thing I found out is that in the Nexus, it is not just 1v1 like I thought it was. There are other variables at play that can quickly sway the outcome of the game at any moment.

iStock-525032572When I asked the guys what they meant by these other variables, Scott answered me. He said, “I was inspired a lot by watching people gamble. We knew we wanted random events. People love to feel in control despite how random an event may be.” This made me think. Do people really feel in control in random situations? It made me think of the randomness of sports where all I can really control is myself within all the chaos and how it gives me a sense of power to somewhat control that randomness to an extent. If it can give a sports player a sense of power, then surely it can give the player of a game that same type of feeling. Scott talked about this sense of power within randomness. He told me, “I think that is why I have always loved dice mechanics so much. The random nature of it is exciting. I knew I wanted mechanics that rewarded you with heavy advantages for positioning and other things that were within your control, but at the end of it all it came down to the outcome of a random dice roll.” Ahh yes, the dice roll. Like I said, I am pretty much a total newbie when it comes to tabletop games, but I have played my fair share of Yahtzee back in the day. Everyone leaned in, hearing the dice rattle around in the cup, the way they flew out on the table in almost slow motion. One by one they settled and all the players yelled out an elated “awwwww!” as the player got their final roll to win the game. Yes, I can relate. It sounds more inviting the more I hear about it.

I have yet to play or even see a round of Nexus played. I am unraveling all of this as I am releasing it out to you all. Next time, I will ask the guys about the origins of the Nexus world.

If you like what you see, be sure to follow, like, and share — comments are always nice too!

To learn more about the game of Nexus, go here: https://d-verse.com/nexus/

 

Nexus #3- Twisted worlds

I am finding there is a lot that goes into creating a game from scratch. It is much more than putting together game mechanics that work well. There has to be a complete package that immerses the player into a new world where everything will take place. A world that doesn’t exist until it is created. — but how do you create a world that is different — allowing players to escape reality — but still immersive? Well, I asked our two heroes Jay Goike and Scott Rumptz to reveal their thought processes to me about the world of Nexus and how it came about. — Here’s what they told me.

dytopiaWhen creating a world for a game, it is important to have the lore — or story — coincide with what the players will be doing in the game. When I asked Scott how they came up with the idea, he said, “we needed to create an environment where it would be believable for two complete strangers to fight each other to the death without any complicated reason why.” Even though there doesn’t have to be a complicated reason people fight each other, there still has to be some sort of motivation or reason behind it. Typically in the fantasy realm of MMORPG’s that I’ve played, it’s fighting a dragon or beast that has been terrorizing the city — a place where I knew I was fighting for truth, justice, or some other moral incentive — But Scott and Jay didn’t want to go that route. They found different motivations for the battles that take place in the Nexus. And those two main motivating factors are fame and money. In the world of Nexus, where traditional morals seemingly have no benefit — fame and money can get things done and move people up the ranks of the social and economic hierarchy. This is something that is frighteningly familiar to our own world — some people would rather be rich and famous than just about anything else. The Nexus seems to exaggerate some of our flaws and spit them back out at us — in a often humorous manner — that makes you think — but mostly just laugh.

heroIntrigued, I asked Scott to share more about the motivating factors in Nexus. He said he didn’t want “heroes, quests, [or the player] to be saving the world.” Instead, Jay and Scott dreamed of a much darker role for the players. Scott goes on to say, “I wanted something that showed a society at its worst. Something that poked fun at the sanctity of life. I wanted to speak to the part of us that used to enjoy Robocop and Road House because it was graphic. I don’t think there is anything wrong with that, in a lot of ways I think it is good for us to play pretend in that world. It is therapeutic.” –Ok, that’s a different twist I hadn’t thought of previously. It seems like in most of the video games I played, I was the good guy fighting against evil in some way, shape, or form. But in this word of Nexus, there seems to not be the usual roles of good and evil –instead you are either powerful and wealthy, moving up the ranks in the arenas, or you are a bit of goo stuck on the bottom of someone’s boot. –yea, it sounds pretty fun thinking about playing a ruthless, money and fame-driven character for once. But what kind of characters are available? Are there traditional classes and races in the Nexus?

When I asked Scott about what classes and races there will be in the game of Nexus, he smiled. He said, “this goes back to my love of character creation as a child. I hated the idea of picking a race or a class. I wanted to imagine my own thing, and have it go beat something up.“– So wait, there aren’t classes and races in the Nexus? I am definitely intrigued now. Jay mirrored Scott when he added, “our goal was to make something that sparked the players imagination. Each player will essentially visualize the world a little different. Seeing these different interpretations will let the players know that it’s their world just as much as ours. This is where imagination driven games shine!” Scott added, “yea, we wanted a way to make all things possible. Our main goal was to give the players the option to make anything they can imagine work within our world.” — I like this idea where my imagination can run wild and I am allowed to dream up anything I want and have it fight — and the very next round, I can dream up something totally different and go see how that creature does. So, if I’m not limited to an issued set of classes and characters, that seems to really open up the realm of possibilities.

toysI asked Jay about this openness and accessibility within the game of Nexus. He said, “you can start small and then build and upgrade your components over time. We decided to use standard polyhedral dice, a chess/checkerboard-style game board, and you can use any existing mini’s you already own.” Wait, so I barely even need to buy Nexus stuff? Sounds like with a set of rules, I could pretty much just make my own board and characters and just start playing — that sounds pretty cool. I bet my kids have some old toys that would be fun pitting against one another in Barge Battles — you know, just for fun. Jay tells me, “Helots (fighters in the Nexus) can look like almost anything. Everything can make sense given the right creative backstory. Have fun with it!” I really like this idea that I can mix and match Nexus characters with my own — and then make up my own backstory for a character and throw it into battle. I know Nexus has a lot of adult themes and isn’t for kids, but I think I could make a few adjustments and my kids and I could be battling it out in no time.

The world of Nexus seems to be a dark, twisted place where morals have gone out the window. I gotta be honest — I have always had a bit of a fascination with dystopian future settings — Orwell’s 1984 comes to mind — I can’t wait to get my hands on some more of the Nexus lore. I’ll be sure to share with you all when I do!

If you like what you see, be sure to follow, like, and share — comments are always nice too!

To learn more about the game of Nexus, go here: https://d-verse.com/nexus/

Nexus #5- Information Embargo – what?!

Why does the word embargo make me think of a barge or a ship of some sort? Maybe it reminds me of the word embark. I don’t know. — is it a bad thing to start the blog already off the rails? — Let’s get back on track here. This week, I asked Scott Rumptz about the self-imposed embargo they are currently in for their new game Nexus and he gives his first-hand experience and thoughts about the matter. But first, let’s talk about what an embargo is and if you should use one for your tabletop game KickStarter. An embargo — technically an information embargo — is a predetermined period of time you decide not to release certain information about your game to the public. This includes information posted on social media, your website, previews, reviews, press releases, everything. Typically, an embargo will run until about 6-10 weeks before your campaign will start — then you will have coordinated the dates that materials will be released to the public. The question is, should you use one? The answer is, “that depends.”

embargoKeeping information about your game a secret for a period of time — an embargo — starts with it being a secret in the first place. If you have been sharing your game on forums and Facebook, etc. and getting input and feedback about your game all the way through the process, having an information embargo might not be the best choice. Although a case can still be made that by “disappearing” for a bit while you get your marketing strategy and materials together could still be a good way to go. A good instance of when to use an embargo is if you have done most or all of the work outside of the gaming community. For example, the game Nexus that Jay Goike and Scott Rumptz are creating — they were old-school gamers who got out of the hobby for a long period of time. One day, when they decided to recreate a game from their youth they didn’t need input from a large group of people since they were recreating something they already knew how it would play. Since their game was not already out in the public, an embargo was the wise choice. So, now you know what it is and when to use an embargo, but this begs the question — “But, I WANT people to know about my game! Why would I ever want to NOT tell people about it?” Great question! Let’s talk about some of the reasons why you might want to incorporate an information embargo before your campaign.

The first reason you might want an information embargo is you get to control the message. Ok, what the heck does that mean? Well, controlling the message means you get to dictate the conversation for a period of time by releasing only information you want to be discussed. For example, maybe you have dice in your game but you know that a big part of your market just totally hates dice — well, you can lead with other parts of your game to build excitement in other areas and — possibly — build enough excitement that they might overlook that the game has dice in it later when you finally release that information. Another thing is that every game seems to have it’s fair share of haters — concentrating your marketing to a shorter period of time gives them less time to take control of the conversation before your launch. Yes, some things people bring up are valid and can help you make adjustments, but at the same time, some people just love to hate on things and look for any negative to blow up as big as possible for whatever reason. Controlling the message is just one reason to use an embargo.

77c2910950Another reason to use an embargo is what I call effectual excitement — I got paid an extra 50 cents for that phrase. What I mean by that is making the best of the excitement the public has about a game for the first period of time they learn about it. The more excited someone is about something, the more likely they are to act on that excitement. They are more apt to sign up for your newsletter, join your social media, and — hopefully — buy your game — all based on their excitement for it. The problem with excitement is that it fades over time. If you know you are going to launch 8 months from now and you go ahead and start advertising everything your game has to offer — yes, more people will know about your game — but, the excitement level is a whole lot lower. The long period of time being exposed to marketing about your game could cause fatigue — where people are just tired of hearing about it for months on end — and could cause people to not pay attention to your calls-to-action — like buying your game upon launch! By holding back on marketing to just a couple months before launch — or even less — you can ensure your KickStarter will launch with people at maximum excitement levels and the least amount of product fatigue. Of course an embargo without efficient advertising will do no one any good — so make sure to do your homework and get everything set to pop off as soon as the embargo is lifted. As you can see — an information embargo is all roses! — Nope — as with anything, there are always downsides — and this is where I let Scott tell you his thoughts about the pros and cons of an embargo in a real life situation.

Scott, tell me about the struggles with doing an embargo.

Scott said, “I understand its purpose, the deliberate and focused release of information to walk people through the story we are trying to tell about our game. But I just want to show everyone all this awesome shit! We literally have hundreds of pieces of amazing artwork and some, as my daughter calls them, “savage” miniatures. Being in an embargo means I have to just sit on all this stuff and watch people talk about how they want more information about the game. Meanwhile I am yelling at my monitor, “I WANT TO TELL YOU! I REALLY DO!” Unfortunately we are too far away from launch date, if we show people everything now the excitement will die down before they can ever get it. I hate it, but that is just how humans are, excitement sells. Sometimes I wish we could be marketing to Orcs like this guy (ORK STABR).” — Seriously, check out this Ork Stabr guy on Kickstarter — funny stuff!

Scott, what are some of the positives you have seen from being in an embargo?

Scott answers, “the embargo makes us think outside of the box. We get to release cryptic and awesome images with no frame of reference and watch people try and figure it out. Deep down I like messing with people, so that part is fun. It has been really cool to watch the teaser campaign pick up momentum. We just have a few images out there at the moment and your articles and that is it. People are starting to connect some dots though and that is pretty cool. We can’t just say HEY LOOK AT THIS! However, we can leave a trail of breadcrumbs. A few people (like two) have even figured out the blood.stream

As you can see, an embargo can be both challenging and rewarding. Is it the right choice for you? Well, that is up to you to decide. Leave your thoughts in the comments below about the pros and cons of an information embargo.

If you like what you see, be sure to follow, like, and share!

To learn more about the game of Nexus, go here: https://d-verse.com/nexus/

Nexus #6- The Art of working with Artists -Part 1

I think most people can relate to having read a book which later gets turned into a movie. While reading, you get a picture in your head of what the scenes and characters look like and when you watch the movie, it often looks totally different than what you imagined. This same thing can happen when designing a game. You can spend months — or years — designing mechanics and writing lore — the whole time developing images in your head about what things look like. Then it comes time to hire some artists and bring these images in your head into reality. This is the topic of this week’s interview with Scott Rumptz and Jay Goike of D-Verse Publishing. I asked our two heroes about their experiences working with artists while making their game Nexus — and I recorded it for you to listen to!

Scott and Jay told me why art is so important to them and how they viewed artists in the gaming community as kids. It’s interesting how nostalgic they are when they talk about it.

danny1*artwork by Danny Cruz

Having no clue how any of this works, I asked the guys about where they located artists and how they approached them to work on their game Nexus.

 

As you heard, the guys said it was a worry of theirs that the artists might not take them seriously since they were not a large company and didn’t have a large history of games they had already produced. To combat this, they devised a strategy that would help build trust when working with them. Scott and Jay understood the obstacle ahead of them and adjusted their way of doing business to alleviate those obstacles. The first step was negotiating terms that were beneficial to the artists and implementing a NDA (Non Disclosure Agreement). They also sent along lore for the game of Nexus which, apparently the artists really enjoyed — making them even more excited to work on the project.

 

As Scott and Jay described, having well written lore will really help build excitement with the artists. This excitement will be carried through to the artwork on your project so take your time here. Scott and Jay didn’t stop there — they gave the artists — and future fans — the freedom to interpret the world of Nexus in just about any way they see fit.

 

bloodthirster*artwork by Danny Cruz

Hearing that someone is excited to do artwork based on lore that you’ve written has to be an incredible feeling. Actually getting that first piece back and seeing it with your own eyes — well, I’ll let the guys explain it to you….

 

There is a lot more to this interview with Scott and Jay about their experience with art and artists. Next week, we’ll pick up where we left off and how they were introduced to an incredible sculptor.

Let me know what you think about this sound-clip format. Should I do more like these or should I just continue on with the written format?

If you like what you see, be sure to follow, like, and share!

To learn more about the game of Nexus, go here: https://d-verse.com/nexus/

 

Nexus #7- The Art of working with Artists -Part 2

Finding the right artists for your project can be like finding a needle in a haystack — seriously, has anyone ever looked for a needle in a haystack? — bad phrase aside, finding artists can be difficult. Something I found interesting when speaking with Jay Goike and Scott Rumptz from D-Verse Publishing is that a lot of the best artists can be found through relationships with other artists. If you think about it, this makes sense. If you are a specialist in your field, chances are you have someone that you look up to — maybe someone you have always wanted to work with but just haven’t had the opportunity. Well, if you find a project that you really enjoy with a company that does business that favors your specialty — odds are that you will recommend that person you look up to in hopes of being able to work with them on a project you believe in. What I’m finding out is there is a lot of ways to find artists, you just need the right approach.

*Art by Michael Rechlin

When looking for artists for a project, it’s ok to look for people outside of your genre. The trick is to send them the lore — hopefully you spent the extra time on it — and if they enjoy it, have them send you some sketches. That’s exactly what our two heroes Jay and Scott did when looking for artists for their game Nexus. They weren’t swayed when they saw the artists they were interested in specialized in a different genre. Take a listen to what they said about finding a guy called “Viking Myke” who shocked them with his first pieces.

 

 

*Art by Lorenz Hideyoshi Ruwwe

It sounds like letting artists do whatever they want can be very beneficial — but what happens when you need something specific and the artist just is not understanding what you want? Jay and Scott ran into this exact situation when working with an artist overseas who spoke only broken English which added an additional layer of complexity to the communication process.

 

The great comedian Steven Wright once said, “It’s a small world……but I wouldn’t want to paint it.” This adage rings true when you start working with people from a community — and the art community is no different. Listen to what happened to Jay and Scott with a couple of their artists they commissioned to work on Nexus.

 

*Sculpt by Roberto Chaudon

What I am discovering is there are many benefits to being flexible in the way that you do business and having a project that excites those around you. One of those benefits — which could easily be overlooked — is getting referrals from artists on who they think would be a good match for other areas of your project. Scott and Jay were fortunate enough to get this honor from one of their artists when they started asking around for a sculptor.

 

*Art byHelge C. Balzer

The referrals and recommendations didn’t stop at a sculptor. Jay and Scott needed to find someone to do an epic scene for the box cover that would incorporate all the different facets of their game Nexus all in one shot. Listen how the artist not only delivered but also suggested a detail that would be immediately incorporated into the game.

 

If you take anything away from this blog post — you should remember that doing business in a way that puts the artists first instead of yourself and taking the time to write immersive and unique lore — both will take you a long way with making the right connections at the right times.

Next time I am interviewing the artist Danny Cruz himself! His art is nothing short of amazing and I can’t wait to hear what he has to tell us about his experience as a professional artist.

If you like what you see, be sure to follow, like, and share!

To learn more about the game of Nexus, go here: https://d-verse.com/nexus/

NEXUS – Who are these guys?

So, my friends Scott Rumptz and Jay Goike just got finished on an all day video shoot this past weekend and I decided to barge in and give them an impromptu interview . My thought is that when people decided to back a Kickstarter, they are not just buying into a game, but the people behind it. In this mini-series, you will get to learn a bit more about the guys at D-Verse Publishing, LLC and their debut game NEXUS which will be on Kickstarter August 1st.

Forgive my microphone, I had it on directional which picked their voices up great, but mine was a bit muffled — silly mistake, but I got the important part.

So, without further adieu, hear is Scott and Jay telling me about their journey so far and how it seems like all their previous projects were preparing them for this one.

Scott and Jay talk to me about how the game was received at Origins 2018. Jay was hearing so much positive things about NEXUS, he kinda thought maybe the entire convention was punking him lol.

When Jay and Scott first started playing games together as kids, they often changed the rules of the game to fit them. They incorporated this type flexibility inside NEXUS as almost a “sandbox tabletop game”. Here they tell about “house-rules” and “self-generating narrative” in the game.

As the game continues to be noticed by more people in the community and more information is released, I think I would like to know more not just about this game, but the future plans of Scott and Jay at D-Verse Publishing, LLC.

Next time, I will focus on what their ultimate goals are for the continuation of making innovative and nostalgic games.

If you like what you see, please hit that like and follow button. Don’t forget to share on social media as well!

To learn more about NEXUS, check out their website here: https://d-verse.com/nexus/ or you can visit their Facebook page https://www.facebook.com/nexus.dverse

NEXUS — What do they have planned next?

When I caught up with Jay Goike and Scott Rumptz after their day of shooting video, they were obviously tired, but I didn’t let that stop me from taking advantage of an opportunity to ask some more questions.  This time I was curious to find out what they had planned after the Kickstarter August 1st.

Scott and Jay tell me about how the outpouring of support from people both in person and online tells them they are going in the right direction and how exciting it is when someone comments and likes the game of NEXUS.

When I asked about the big driving factors for D-Verse Publishing, LLC and what keeps them dreaming of new things, Jay and Scott tell me about how they are inspired by the artists and the infinite amount of worlds out there to explore. They said they want creators, designers, and industry people to be able to continue doing what they love to do.

Scott and Jay tells me that D-Verse Publishing, LLC does not end with the game of NEXUS. In fact, it is just the beginning. They want to continue to bring in more and more talented people from across the industry to make innovative and nostalgic games for years to come.

I am really enjoying doing these video interviews with Scott Rumptz and Jay Goike with D-Verse Publishing, LLC. I get to learn more about their philosophy behind the game and what drives them to put in the long hours and work so hard to bring a new game to the market.

If you too are enjoying learning more about the creators of NEXUS, leave me a like and a follow. Comments are always nice too!

The best place to stay up to date about NEXUS is by liking their Facebook page https://www.facebook.com/nexus.dverse