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Capturing the Perfect Shots!

Get a behind-the-scenes look into Prison City's marketing process with Joe, our lead video editor!

[h2]1. Please introduce yourself and your role in the development of Prison City.[/h2]

Joe: My name is Joe La Scola and I’m a video producer, content creator, and live-action concept designer for Prison City.


[h2]2. When you first heard about Prison City, what were your initial thoughts on what the game could possibly be/look like?[/h2]

Joe: When I first heard about Prison City I was like “Oh, man. We’re getting Escape from New York The Game!” I was excited for an honest, good, retro action-based platformer that felt like it was a lost game I could add to my NES collection. I was even more excited at the prospect of creating retro-inspired ads and videos like the ones we grew up with.


[h2]3. Can you describe what the process is like behind-the-scenes when making videos and/or shorts for the game? How do you come up with ideas, and how do you determine what to show and what not to show both pre-launch and post-launch?[/h2]

Joe: When it comes to creating content, there are different strategies depending on the social media platform. In general, our goal is always to have the game reach as many people as we can—appealing to both the veteran retro-gamer and the younger gaming audience alike. It’s a little tougher with an indie game. You want to show all the cool stuff that’s been worked on, but you also don’t want to give it all away at once—all while still conveying why someone should play this property they’ve never heard of.

Joe: So there’s a bit of a balancing act to making compelling content that will get people initially interested. We try our best to show just enough so you want to learn more about the games, and then post launch, all of the bits we’ve been keeping in-pocket come out to play—the secrets, the power up locations, the levels and boss strategies, and all kinds of little surprises. You can pull out all the stops post-launch, and it feels good to have that creative freedom to do so.


[h2]4. What’s it like working alongside other game disciplines like Art, Design, Writing, and QA Testing? How do you think these game disciplines meld together to influence the work you produce?[/h2]

Joe: Working alongside the other game disciplines is essential for creating the content to sell the game. From art and design, to writing, QA, and testing—everyone involved is integral to making the end product be the very best it can be. And it helps when you have a great team to work with like I do. I’m always impressed with everyone’s work—not just on Prison City, but Retroware as a whole. It’s great to be able to create in a space with other artists who share the same passion and interest— all working together to accomplish a common goal. I’m lucky to be able to share ideas and create with a team of not only extremely talented, but also really great people.


Stay tuned for more updates!

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