How did you become interested in visual effects and video games?
Dan DeEntremont, Game Director on Squirrel with A Gun and owner of Dee Dee Creations: I've been into video games since I was a kid. In fact, I went to the DAVE school in Orlando to learn how to work in games. Back then, the curriculum focused a lot on pre-rendered visual effects, so I ended up getting my first job in Hollywood working on a monster comedy film called Infestation. For the next decade and a half, I worked largely in film and TV, but I still held that candle for game development. During my free time, I played around in Unity, trying to emulate the movement and gravity from Super Mario Galaxy and eventually started dabbling in Unreal, building a simple character with fancy alembic grooms that eventually went viral.
What was it like transitioning from working as a 3D artist at Muse VFX to developing a video game about a delightfully violent squirrel?
DeEntremont: It's interesting how related the world of TV/film VFX is to the games industry, yet also vastly different! A lot of my core skills transferred over, such as modeling, rigging and animating. But it was definitely a baptism by fire when it came to coding game logic and optimizing for real time.
Where did the idea for Squirrel with a Gun come from?
DeEntremont: A squirrel holding a regular-sized gun was among many of the silly ideas floating around in my head. I've mentioned this before, but it might have been seeded in my head from an Eddie Izzard bit where the punchline is "We wanted diamonds, or sherbet, or a squirrel with a gun!” SWAG started as a way to flex my skeletal mesh and character controller muscles in Unreal. When I posted a video of the squirrel using a submachine gun, it exploded over Twitter and lots of other social media. At that point, we were almost obligated to make an entire game out of the concept.
How many people are working on the game?
DeEntremont: At Dee Dee Creations there are three people working on SWAG. I'm handling the bulk of the 3D and Unreal-centric parts. Scott DeEntremont is handling our soundtrack. Kensika Moolnoy-DeEntremont helps with marketing and public relations. There are also many more people working on SWAG on the side of our publisher, Maximum Entertainment, for things such as production management, porting, and video creation. Our credits list has grown quite large, which is great because the credits are also a minigame!
Why did you decide to use Unreal Engine after previously working with Unity?
DeEntremont: Probably the number one reason I switched to Unreal was because of Blueprints for visual scripting. It's fantastic for rapid prototyping and the Event Graphs help me keep a "bigger picture" in my head versus code. But once I got into UE itself, it was an absolute trove of game dev modules. It can be hard to stay focused because you can get lost learning about one of its many systems, even if it isn't related to the game at hand.