
That moment, and we didn’t know it at the time, was when the scope instantly multiplied. There was a moment in development when we decided to make an “actual game” rather than a goodbye gift to our co-workers. How did a small farewell game turn into a year and a half long development? Was there a worry about trying to take on too much? I reached out to Jordan via email and got to ask all the burning questions I’d had since that first demo at PAX West. There are three developers who made RunGunJumpGun : Matthew Satchwill, Logan Gilmour and Jordan Bloemen. They originally just wanted to make a little farewell game to their coworkers but eventually grew that idea into the full-fledged title I fell in love with. I discovered ThirtyThree is a Canadian studio working out of a former whiskey storage turned office in Edmonton, Alberta. I immediately bought the game on Steam and read up on everything I could about this mysterious title and who made it. I grabbed a handful of pins and put them on my backpack and many of my friend’s backpacks. Before I had to leave I quickly asked “What is this?!” and the woman giving me the demo smiled and said “RunGunJumpGun.”

I played for only a couple minutes but it was easily the most memorable game from the show. I immediately fell into the flow of shoot down, shoot forward, die and repeat. As I sat down and handed the controller, I was told “left trigger shoots down, right trigger shoots forward” and that was all I needed to hear. It was a flash of colour and thumping rhythms- I was immediately sucked in, transfixed.

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I was walking past the booth for a company I’d never heard of called Gambitious and I saw it, on the biggest, loudest TV screen possible.

On the last day of PAX West 2016, I had some time before the day started.
