Mike Z on Skullgirls: There are problems that fighting games currently have and I wanted to make something that really addressed the relevant ones

Posted by Steven 'Dreamking23' Chavez • January 9, 2013 at 9:48 a.m. PST
Mike Z on Skullgirls: There are problems that fighting games currently have and I wanted to make something that really addressed the relevant ones Michael "Mike Z" Zaimont, the creator of Skullgirls, was recently interviewed by Eighty Sixed in which he gave a bit of insight on the origins of the game and how he came to create it. Mike talks on how he started out as a developer for Pandemic Studios, how his motivation lied in addressing the problems found in modern fighting games and more.

Below is a bit to get you started.

What really motivated you to put this game together and do what you’re doing now?

It first started with playing video games, obviously. When I started playing fighting games, they kind of took over everything else I was playing because there was that extra layer of depth. After you learn the moves, then the meta-game starts to evolve.

When I was in college, I was doing computer science, so I started making a fighting game engine and I stuck to it because that was the thing I always wanted to make, because it appealed to me the most. I moved here and got a job with Pandemic and worked on a bunch of games that I am proud of being a part of. But the thing I enjoyed most was doing the melee combat still, like when I did the heroes for Battlefront 2. That was amazing because they had light sabers and that was totally different than blasters, which was mostly the rest of the game. So I kept working on my engine in my spare time because that’s what I really, really wanted to do.

The underpinning of my motivation is to do something right. I see that there are problems that fighting games currently have, I see the way that developers approach those problems, and I wanted to make something that really addressed the relevant problems in the genre.

Tip by an anonymous submitter.

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