Monthly Archives: July 2013

When we thought about writers for this project we couldn’t go further than a great friend of ours Cookie Everman. today Cookie fills us in on her thoughts on Casey and Sphynx.

It’s the Casey and Sphynx Show!

CaseyandSphinxMany writers will tell you that their characters talk to them and direct the course of the story they are writing; that was certainly true for me. When I first met Casey and Sphynx five months ago, they were just your average bumbling security guard and sassy stray cat. All I knew was that they had both fallen under an ancient Egyptian curse and had to work together to find the pieces of a broken idol and break the curse. As I began to write their story and dialogue, they each began talking to me in their own unique voices, telling me how their story was going to unfold.


Casey is to Sphynx as Homer is to Bart. He’s not the sharpest knife in the drawer, but he generally has good intentions. Casey’s life hasn’t gone exactly the way he had anticipated, and he relies on the women in his life, like his Granny, to give him direction. So when he meets Sphynx, she bosses him around straightaway and he doesn’t hesitate to follow her lead. A lot of his dialogue centers around him not wanting to disappoint Sphynx by messing up their mission.

Sphynx was getting bored with being immortal and Casey’s accidental theft of her nine lives is an exciting and exasperating change of pace. This feisty feline has been around for centuries, she’s super smart, and her caustic wit cannot be denied. Many of her sharpest barbs are directed at Casey, especially when she is frustrated that he has lost another life trying to solve a puzzle, but I tried to make sure that she didn’t cross the line from sassy to mean.

As you play “9 Lives: Casey and Sphynx”, I hope these characters speak to you in their own way.

Enjoy the Casey and Sphynx show!


Cookie Everman is an accomplished writer and mom from the sunny climes of California with roots in Hawaii, and now residing in Seattle. We are lucky enough to know Cookie from our days at BioWare where Cookie brought characters to life in ways only gamers understand. It is official that Cookie is awesome and therefore receives the Horace nod of the antler as a cool human being.

tempHMGMoose100As we head towards the launch of our first game, 9 Lives: Casey and Sphynx, I wanted to start talking about who we are, what the game means to us and the studio in general. Today is the first blog in that series and we will be having some guests along the way talk about their input into what we are doing.

When putting together Hungry Moose Games, our initial fear was that if we talked about our past, ie having worked at BioWare, the expectation from some of the fans and the media would be epic games of 100+ hours, in RPG universes like Mass Effect and Dragon Age. How could we live up to our previous employer’s legendary status within the game industry and still stand up and say we used to work there?

Rather than hide from it, I want to surface my thoughts on what our philosophy is around what we bring to the table from BioWare; I personally worked at BioWare, as director of marketing from 2007 – 2010, from when Mass Effect was in full scale production until Mass Effect 2 launched. I took two things from my great experiences: Quality Culture and Story telling through characters.

Screen Shot 2013-05-07 at 12.45.06 PM Quality Culture

It is no secret that Quality = BioWare. When I was there the quality average over 15 years of games was the best in the industry, Mass Effect 2, is still sitting at a 96 today. The culture at BioWare was very open, any person could talk to anyone about what they were doing, and in marketing we heard a lot of feedback from the development community about not being open and rushing things. This philosophy really drove excellence and feedback loops that made everyone better. Initially I struggled with it coming from more corporate closed cultures. When you learn that everyone’s opinion is valued, I think it somehow made a big studio feel smaller. Experts are still respected and have the final say but it doesn’t mean that that an accountant couldn’t talk to Drew Karpyshyn about the latest Mass Effect storyline. dragonAge

Storytelling … when it is implemented well, story is the awesomeness of most single player games I play. BioWare had been creating great story based games for a long time before I arrived and I was but an observer in the process. The amazing ability of teams to get together to create amazing characters and the great banter that then created awesome memorable gameplay moments is, I believe, something that BioWare does better than anyone else. The way that character progression and relationship progression was the narrative and that then drove  great stories. CaseyandSphinx We hope to bring that side of narration to our games, not in a story choice way, for now, but in a way where great character’s banter and interact in subtle ways to build out their back stories and the overall game story and therefore the player’s relationship progression with the game. Once again to call it now, we are not building 100 hour epics with branching story lines and story choice mechanics, but bringing characters to life using our experience in building them. Cookie Everman, a friend and member of our team, is writing for us and will drop in soon to give us her take on our two characters. Our games will be simple, and if we execute well will create hours of fun for those who play them on whatever device they choose.