Devlog

MHR Story Time #1 - Origins

Hello everyone! Jesse Humphry here, Game Designer for Mad House Rodeo. I want to take a moment to talk about a very special relationship on the team: the friendship between myself and the Director, Bailey Wheatland.

 Literally the only picture we have together.

Literally the only picture we have together.

Bailey and I have known each other for almost 8 years. I was an aspiring designer at the ripe old age of 16. Bailey was a couple years younger than me and he contacted me on GameDev.net after viewing my ‘resume’. We worked together on a project, the name of which I won’t mention, and after a year or two that project was scrapped. We were too young to do anything effective or impactful and the scope of our desire was larger than our pool of resources could handle. 

But Bailey and I stayed in touch. We shot ideas back and forth for a little while, traded ideas on the story for the origin project and eventually stumbled upon another idea. A brilliant idea. An idea we someday hope to complete. That idea was generated 3 years ago and will also go unnamed in this post. 

What matters the most is the camaraderie Bailey and I have had over the past 8 years. The challenges we place in front of each other have helped us grow our respective talents at an abnormally quick rate. We are better creators today because of each other. I am a better writer and game designer today because of the way Bailey has pushed me to grow outside of my comfort zone. Idon’t think I’ve ever worked with someone quite as well as I work with Bailey. The things that he and I create together fill me with joy, wonder, and excitement.

Back in 2015, Bailey and I decided to settle on a name for the development company that he and I would co-found. Originally named “Symphonic Games”, “Symphonic Entertainment” was settled upon so as to allow us to expand into other forms of multi-media entertainment should we be so inclined. We have plans for various forms of entertainment across a couple of mediums. Ambitious as it might be, we hope to someday have several teams creating and developing content at once. 

Ultimately, every project that comes from this studio will be the result of a love story between myself and the most creatively inspirational person in my life, Bailey. We are two halves of a creative whole. The things that we’re able to craft together are, to us at least, sublime and surreal. The process of creation is long and difficult. Our payoff may never come for a lot of our ideas, but if we can secure just one release we may be a massive step closer to realizing some of our more ambitious tales. 

Mad House Rodeo is the most fruitful of these endeavors. The blog you’re reading is the result of a labor of love, frustrating phone calls, and massive compromises on both sides. It is a battle-scarred idea that we recognize as a significantly better project than we could have ever hoped for. Mad House Rodeo is our first step, the first pebble into a pond that we hope to empty out with an eventual cannonball. 

I can’t wait to share the ins-and-outs of the development process with you guys. I can’t wait to tell you the stories that keep me bright-eyed and bushy-tailed. Thank you for taking the time to read this, and please don’t forget to follow the blog for more development updates and stories. 

All the best,
Jesse Humphry
Game Designer of Mad House Rodeo