– Matt, it’s been a while since we last spoke and by the looks of things you’ve been making good progress with development. You’ve just released BMX Streets Pipe, can you explain the reason behind this release and how it differs from the full BMX Streets game which is still in development?
“Yes, it has been a while. There has been a crazy amount of improvement and progress since last year’s physics demos. The release of BMX Streets Pipe was a sort of hasty decision that was made a few months ago. There has been so much respect and hype from followers and fans from the @bmxstreetsofficial Instagram page that I had to let people try it. It was very hard to keep the works in the dark for so long, since the last physics demo.
“The best part is that people can now get involved in the development. This helps to ensure that BMX Streets becomes a game that is truly built by riders for riders.”
The main idea behind BMX Streets Pipe is to stay away from crowdsourcing and to keep the development of BMX Streets alive through its final development steps to its initial release. I feel it can be easy to fall down a rabbit hole of broken promises when it comes to crowdsourcing, so instead, I give you the Pipe to try for yourself and see what Mash Games is capable of.”
– The popularity of vert riding has seen a near vertical decline (no pun intended) in our current new school world of BMX. What was your motivation for releasing a transition focused product?
“The decision to make a transition experience was not really planned, it wasn’t thought to be an entity that would latch onto the new school of riding and was kind of an accident during development.
I had spent a lot of time iterating over the physics of the game and how I could bring my concept of the game to life. It took a long time, but I finally felt like I hit the sweet spot I was searching for. I always wanted to have natural feeling transition in the game, so that the player could experience riding on all angles of a surface. To me, this meant that the player could really make their own experience by utilising the game physics and trying to push its limits.
“It turns out that street riding is not about icing down a big handrail or launching a big road gap. It’s about how you ride with what you find in your environment.”
The motivation to do a transition piece was to keep the BMX Streets title separate from the Pipe experience, but mainly to see how people would respond to it. I was sweating a bit before releasing it because everyone has been expecting something with more street riding. During the first week of Pipe being released, I was shocked to see what was happening within the game. It turns out that street riding is not about icing down a big handrail or launching a big road gap. It’s about how you ride with what you find in your environment. And, watching videos from fans playing Pipe, it really shows this. On another note, personally, I was really enjoying big alley-oop airs in a halfpipe while testing the game. So much so, that I just had to let people experience it.”
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