Chris Rausch is a video game industry veteran who started out in the industry in 1993. He is the Chief Creative Officer (fancy title for game designer with the biggest head) and co-owner/co-founder
of SuperVillain Studios
. Chris was also a founding member of the Tony Hawk's Pro Skater franchise at Neversoft Entertainment. Some of Chris' work as a designer
includes the first 6 Tony Hawk games, Order UP!, Grand Slam Baseball, X-Men: Legends II: Rise of Apocalypse, and Fat Princess: Fistful of Cake, to name just a few.
It’s an obvious question but we reeeeaaaally need to
know; how did you get in to game design?
What is your process when first designing a concept for a
video game? Please include any weird rituals, dances and/or songs.
How do you organize and structure your work?
What tools do you most commonly work with?
Do you think being a reader is pertinent to game design
and if so what kinds of material do you think most helpful?
Could you share one or two tips for aspiring game
Given the speed of advancements in technology and
capability, what do you imagine video game design of the future will be like?
What is your favourite joke?
A lot of your work has been tied to the Tony Hawk
franchise. Do you see yourself going back to Tony Hawk or anything like it in the future?
What were the major reasons for starting your own
How would you describe the experience of branching off?
Particularly to people in a similar position.
The name and concept of Supervillain Studios is so cool,
who came up with the ideas? Any influences?
Do you all wear latex Supervillain suits underneath your
regular work clothes? If so, doesn't that chafe a little bit?
What do you look for in potential Supervillain Masterminds
who might be interested in joining your team?
SuperVillain always has something really cool up its
sleeve. What shall we expect from SuperVillain next?
What does the more long term future hold for you and for