Kenneth: My name’s Kenneth Yu. I’m supposed to be By Implication’s writer and story director-guy, but because I studied Economics and Business in La Salle, I’ve seen been press-ganged into also being the team’s producer / project manager. This means, basically, that besides writing up copy and coming up with game concepts + stories, I have to do all the crap no one else wants to do. Like creating sound effects and ambiance, recording payments and purchases, bugging people to get stuff done, writing up hare-brained marketing schemes, buying everyone coffee and chicken sandwiches, keeping everyone on speaking terms, and beating down supervillains. The 2-3 hours per day I spend outside work go to reading, toy collecting and playing Batman: Arkham City (and, on occasion, eating and sleeping). All of these inevitably lead to new game and story ideas, and thus to more work in By Implication. Man.
Jim: My name is James Choa though I go by the nickname of Jim (or trigger-happy, if you play certain online games that are not considered as mmorpgs). Outside of being one of the programmers in the group, I also function as the resident Linux guy, programmer, non-teaching-guy-who-can-represent-programmers-in-most-meetings, hardcore gamer and programmer. My apologies, I think I left out the important detail of me being a programmer in the group.
Wil: This is the Wilhansen Li, self-proclaimed PROGRAMM_CAT, of the group. He smites anyone that dares defy the laws of Computational Complexity, using an Infinity (+1) Hammer forged from the very darkness of the universe. He has warped through the Universe-ity of Ateneo, obtaining the coveted combined degree of Computer Science and Math, only to end up back in the Universe-ity to bestow epiphany to those who are willing to accept the Enlightenment. He shall ensure and verify that all laws of any universes created by Implication neither explodes nor collapses to a singularity. The PROG_CAT balances; the PROG_CAT; the PROG_CAT listens.
Thomas: I’m Thomas Dy. I mostly do the other programming that neither Wil nor Jim particularly want (i.e. non-Apple and non-game programming). Like our almighty PROG_CAT, I’ve also taken up the challenge of bestowing Enlightenment upon those who are willing (to pay the Ateneo).
Philip: I’m Philip Cheang, one of the two designer-artists in the group. I graduated in Fine Arts, but have always been partly developer at heart, and continue to write some code here and there (though on a much smaller scale than our beloved developers above). In this regard, I sometimes mediate between the technical and non-technical sides of the team. I enjoy (and dread) nudging lines and shapes ten pixels to the left, then maybe five to the right, but wait-I-have-a-totally-different-idea-now- -I’ll-just-delete-everything, several times over the course of the day. Recently, I’ve also started teaching (like Wil and Thomas), but in Ateneo’s FA department.
Wait, that sounded wrong. Can we omit that? Is this live? Hello— —
Levi: Levi refers to himself in the third person during interviews. He performs exactly half of design/art duties, leaving Philip to do the other half. Every now and then he brings the team to work, and the rest of the time he hitches; fuel economy is very important to the crew. When food needs to be ordered over the phone, he is often the one to do it, and he will do it in a foreign accent. He is also an unlicensed chemical engineer, and thankfully does not practice. Surprisingly, his training in this field has been helpful in a variety of unexpected ways in developing games—such as in threatening his teammates to work.
Kenneth: Now you see what I have to deal with every day.
A: Competing on a global scale, representing the Philippines, and winning first place against many other teams was simply a fantastic experience. In many ways, it was a culmination of our efforts since high school. As young, ambitious kids, we loved (and hated) all these different games, and so we tried (and failed) to create games we could call our own. Winning in the Imagine Cup gave us the validation that creating games was something we could seriously pursue. It’s been an interesting ride so far, and we look forward to the road ahead.
Wildfire’s inception sat at an interesting intersection: we had just come from two competitions, we had been playing with these cool algorithms for autonomous agent behaviour and crowd simulation, and we had just experienced this terrible typhoon called Ondoy. With the drive to win and accomplish something, the technology to build something upon, and an inspiring story to share with the world, we set out to create Wildfire.
The Imagine Cup’s theme was the Millennium Development Goals (poverty and hunger, environmental sustainability, global partnership, and so on) — really big problems. What we saw after Ondoy was that big problems like these can be solved by the collective effort of many individuals. In the Filipino spirit of bayanihan, people from all walks of life volunteered their time and effort in helping their fellow man. The thing is, it’s normally difficult to directly address real-world problems with a game. Other utility-style apps are easier to link to a theme, because you can do directly useful things like aggregate information, offer networks and connections to interested parties, and open lines of communication.
With a game, you generally have to just teach people about the reality of a problem, by inserting that problem as your game’s main theme. Now, many games with a “theme” are, sadly enough, detached from it. The theme is nothing but a layer slapped like a sticker on top of an existing mechanic. “The game will be like a Tower Defense, except it’ll happen in someone’s organs, and will teach people that diseases are baaaaad.” (This was actually one of our earlier ideas, which we ran with for about a month or two.) We had the opportunity to create something that was genuinely inspired.
Wildfire was designed as a “volunteer movement” simulator, from the very start. The idea was to portray the movement of a single good intention, as it “spread like Wildfire” across a population. From the very beginning, we had grid-style cities, crowds of people moving about, and “bad-guy” agents getting in the way. The idea was always for the main character to “inspire” crowds of citizens, and lead them around the city to complete a variety of tasks.
Our initial version of Wildfire was a 2-D affair with only dots for characters. (You can still see traces of this early version in some of our promotional / trailer videos for the game.) When we go through the elimination rounds for the Imagine Cup, we had the opportunity to expand Wildfire, turning it into the full 3-D version that people can download and play today. Along the way, we attempted to implement additional mechanics, like bullet-hell style opponent dodging, and strategy game-style territory control, but many of these features were dropped, for the sake of clarity.