22Cans at g.g fest: Jack Livingstone on Legacy, Creativity, and Community

Interview by Hugh Wybourne

Continuing on our momentum from last week, we have another very special guest -  to both give us an inside perspective on one of Guildford’s most enigmatic game dev studios and also to remind us what makes g.g Fest such a special event!

This interview took me inside the walls of 22cans headquarters where, to be honest, I became immediately distracted on arrival when I noticed a door labelled ‘top secret content inside’. I let my curiosity get the better of me, and when I stepped through a giant mouse trap dropped on me from above!

It was shortly after that I met Jack Livingstone, Business Development Manager for 22cans and the one that let me out of my trap induced fix. You see, the team at 22cans are no strangers to prying eyes trying to sneak a scoop about what the devs are up. Thankfully Jack, alongside teammates Kareem Ettourney, and Mark Healy, featured on panels at g.g Fest with us earlier this year - and let’s not forget that keynote speech from Mr Molyneux himself - so Jack knew we were trusted friends! He agreed to have a chat with me whilst I helped him turn around all the wooden signs at crossroads that had skulls painted on them…

So, a couple of months on from the buzz of g.g Fest now how did it feel to headline with the most attended talk at our biggest event yet? I'm sure you're all as chuffed as we are grateful!

[JL] It was a real pleasure to attend g.g Fest. The event was spectacularly well organised and the quality of the show was evident throughout. Every attendee I saw there was engaged and excited in equal measures, and that is testament to what a great day it was. Personally, I was honoured to be part of that panel, and the same could be said for Kareem and Mark. It was my first time panelling so my thanks go out to Lauran and the team for giving me the opportunity to talk about a topic very close to my heart.

Indeed! 22cans headlined our first talk of the day and absolutely blew us away. For the first official appearance at the Fest, you all made quite the impression! The room was absolutely stuffed to the brim with eager eyes and ears listening intently (as intently as being in a completely overcapacity room can allow, at least). We couldn’t have squeezed more passion into that room if we tried! Thankfully though, when our opening ceremony was happening and the legend himself stepped up the auditorium had more than enough room.

Mr Molyneux himself even gave our opening talk, like a gardener walking through a wild, game dev grove, planted by his own hand! Do you think many of the young eager attendees realised the legacy they're walking among?

[JL] I think Peter's legacy and impact on the Guildford gaming scene is evident throughout the show, whether it's the many friendly faces and companies that are directly associated with him, or the spirit of games that have been produced in the area. For the younger attendees of the audience, I think it is important to remind them of the history of such a key area in the UK Games Industry, and I hope they walked away from the opening talk with nothing but inspiration to follow their own dreams and create to their heart's content. Guildford is a true gem in the UK Gaming landscape, and I have full confidence that the next generation of talent will continue flying the flag of excellence.

We couldn’t have put it better ourselves. Part of the mission of guildford.games has always been the preservation and presentation of Guildford’s place in the history of game development in the UK. It’s what we do, and when we bring people together like this all in one place we’re not just refreshing the memory of that past but reinforcing the future here too. Speaking of history though, I wanted to know how Jack felt back when none of this was anywhere near as organised it is now.

When you were younger and first getting into games, do you think you would have attended a g.g Fest if there was one? What part of in-person events really make them for you?

[JL] Personally, I think the best part of g.g Fest is the accessibility. When I first started attending some of the larger UK gaming events, it made me feel like a very small fish in a very large pond. Even making that first interaction with a stranger can be daunting, and g.g Fest's level of intimacy and scale really helps cross that bridge. I would have loved the chance to be up close and personal with people who you may have only seen on YouTube or LinkedIn, and the atmosphere of the show really aided that. I can only hope the younger attendees recognised that and took advantage of the opportunity.

It’s certainly novel to put a face to a name, or a body to profile picture as it were. I remember the first g.g Fest I went to where I felt much the same as Jack described. Not sure how they managed it but I felt so welcome and included I now find myself doing all this for with team g.g  too! It really is a magical event. 

So, do you think when we see you at next year's g.g Fest you'll have some news to share? You are coming back next year, right? 😉

[JL] I certainly hope so! The team is working incredibly hard on Masters of Albion and the game is looking absolutely fantastic. We are very excited to showcase our game to the world, and I am sure that by g.g Fest next year we will have some significant developments to share

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Last question and it's a bigger one so sorry for that! There are so many new voices every single year, let's say the next industry-definer is out there right now, how do you think they'll get a chance to shine?

[JL] I think a key aspect of any studio's success is the ability to showcase their talents and unique aspects to as many people as possible, but with meaningful and direct results. Not everyone is going to be able to promote their project on world stages, but having an event like g.g Fest can be crucial to getting the exposure and feedback needed when your project is in its infancy. Larger shows run a significant risk of your project being drowned out in the crowd, and I think that with the rise of more curated, bespoke and smaller scale shows cropping up around the country it will be easier to punch through. Combining that with the ability to network with local talent for advice or even hiring purposes should be a no-brainer for any aspiring developer or agency to attain the results they are looking for.

Excellently put once again! guildford.games really is about bridging the gap between the consumer and the creator, between the industry veteran and the up-and-coming indie. Once Jack and I had put the finishing touches on a tunnel painted onto a wall at the end of a long corridor, we parted ways and I left the building, cautious to avoid any tripwires this time. 

Thanks again to Jack Livingstone for the interview and to everyone at 22cans for their continued support of guildford.games, be sure to keep an eye on them as we’re sure they’ll have more to say about Masters of Albion in the future!

NB: The events described in this interview are purely a figment of Hugh's imagination, and should not be taken as factual nor a reflection of how 22cans may or may not treat journalists.