Circe: At what point did you realize that you were now going to make this a thriving business? What was the turning point?
Britney: Well, I had been working on Al Emmo behind the scenes. It was my own little pet project.
Life for me was becoming very difficult. As we were growing older, it was more and more difficult to find the time to dedicate to these voluntary projects. I was required to go to school full time, was working,doing volunteer work, and also doing work on the games.
Circe: Married? Kids? Those are time suckers too :)
Britney: No kids. But I love pets--and I had a lot of responsibility with them:) But, at one point, I had to make the decision as to whether I wanted to continue with games, or move on with my life and concentrate on school and work.
I remember going to Disneyland alone one day, and walking around, pondering the decision. I was noticing all of the people in the park enjoying themselves. I was thinking about all the dissenters who told Disney he was crazy for making animated films, and for setting up a park in the middle of a coastal desert. I then realized how much respect I had for him for following his dream and doing what his heart told him to do anyhow.
And then I realized how different our world would have been, and how many people would have missed out on the happiness his dreams had provided. I decided I was going to take a chance and do what my heart was telling me to do.
So, against my family's wishes, my school guidance counselor's wishes, and my friends wishes, I bought a one way ticket to Australia to work alongside my company cofounder, Chris, on making games.
Circe: Wow! That was a courageous move!

Britney: Yes, it was a scary decision to make! Especially since I had never met Chris and had never been to Australia.
We had worked together for several years over the internet though, so I was pretty certain he wasn't a serial killer like my family had tried to convince me. :)
Anyhow, when I got to Australia, Chris and I discussed the idea of starting up an actual commercial company where we would create original titles.
Ken Williams, founder of Sierra, had actually given an interview once. He had mentioned our games were good, but that he wished we'd use our talent to create original work. He felt this was the only way to push the adventure genre forward.
Chris and I started brainstorming projects that we could work on, and at first considered allying with another person who had created his own game that was a thriller. We were thinking about updating his game for him, giving it the "AGD Interactive" touch--just improving the graphics, story, music, etc.
But then, one day, I walked in and shyly introduced Chris to some work I'd done over the years. It was all the work I'd been doing on Al Emmo.
When he saw it, he was floored. I was basically showing him a near complete game. I'd created all the backgrounds, the story, the characters, and even had a prototype I'd built with a game engine. That was the point that our first original project was decided on--and it was Al Emmo and the Lost Dutchman's Mine.
And we hope that it goes over well with the fans, because the success of Al Emmo will greatly determine whether or not we can continue making games, or if we need to move on and start focusing on other career choices.
Circe: So are you self-funded at this point or have you had to go after VC funding?
Britney: I funded this project.
Circe: On lots and lots of credit cards? Like most every other entrepreneur I know. :)
Britney: lololol, I approached family members for investments. :) All which I have to pay back. So, might as well have been credit cards!
A lot of people on the team have done work on a voluntary basis though. Everyone has such a love for the genre, they just want to be able to contribute in some way. Our web designer donated a $10,000 site to the cause. Our team has just been amazing.
Circe: How are you planning on charging for the game?
Britney: Well, as of right now, we have a pre-order period set up, where people can purchase the game over our online shopping cart system. I will actually be shipping a physical copy of the game to their home. I'm also in the process of making a deal with a company which will provide the game as a download. That way, people who do not want to pay for shipping costs can still buy the game. Unfortunately, they'll miss out on the beautiful, classic adventure style packaging. But at least they'll still be able to play.
Circe: Cost?
Britney: The game is $29.99, the soundtrack is $13.99, the game and soundtrack combo is $39.99, and a collector's edition of the game, handsigned by the dev team with a box full of classic style goodies (including entry into a contest which will allow them to win even MORE goodies) and a complimentary soundtrack is $59.99. That is our top seller right now!
Circe: When you are rich and famous...remember us little people. :)
Britney: haha, most definitely. :) Thanks for your confidence. :)
Visit the Official Al Emmo Website
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