In short
Night Street Games’ new shooter Last Flag, a Capture-the-Flag-focused first-person/third-person hybrid built around “hiding and finding,” short matches (about 10–20 minutes), and a 70s funk/Tarantino aesthetic. The episode also discusses how playtest feedback shaped mechanics (including a “green room” to keep players engaged between deaths), and how music from Imagine Dragons’ Dan Reynolds and collaborators drives tension (e.g., “panic” countdown music).
Guests (backgrounds)
- Mac (Eli Harris’s co-founder/CEO): grew up playing capture-the-flag in the woods; previously collaborated with Imagine Dragons and studios; leads Night Street Games.
- Jay (producer): started as an English teacher; became a producer; worked on Cobra Kai 2, The Walking Dead, Destiny; joined to help build an original IP with a 70s vibe.
- Eli Harris (voice of Julius Reeves): voice actor; joined via Gerald Valoria’s connection; brings improvisational performance (scatting/ad-libs).
Key claims
- Last Flag avoids rigid roles (no pure healer/tank) so different contestants can contribute at every match stage.
- Radar towers reduce search areas; teams balance tower control vs direct flag hunting.
- Green room + tubes/teleports replace clunky respawn and create new intel moments.
Notable examples
- Green room glass wall lets you see enemies; tubes send you to owned spawn points.
- Music: analog 70s instruments; “panic music” accelerates during the final countdown.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Chapters
Tap a time to open that second in VOIntroducing Last Flag and Its Concept
0:46 to 5:30
A discussion about the new game Last Flag and its unique capture the flag gameplay.
“And we were thinking about all the Capture the Flag game modes over the years, Unreal Tournament, Quake, Warsong Gold, all these great games.”
The Journey to Game Development
5:31 to 10:10
Insights on the personal stories and motivations behind starting a game studio.
“Yeah, you know, I mean, like so many other people, Dan and I, we grew up, we got a ton of brothers in our family.”
Voice Acting and Creative Collaboration
10:11 to 14:00
Conversations about voice acting in games and the collaborative creative process.
“And you consistently bring something new and fresh to everything that you do.”
Exploring Game Inspiration and Aesthetics
14:00 to 17:34
Learn about the creative inspirations behind the game's vibe and aesthetic choices.
“And again, like, you're a perfect fit for pretty much everything that you get cast in.”
Defining Core Gameplay Elements
17:34 to 21:15
Understand the essential gameplay elements and mechanics that shape the game experience.
“Like, I think studio heads and usually creative directors kind of have those initial moments where you kind of get the brief, you get the pitch for what the game is going to wind up being.”
Feedback-Driven Development
21:15 to 24:11
Discover how player feedback shapes game features and design decisions.
“You know, again, give me the super high level so we don't dig into the weeds and share stuff that's not available to be known.”
Gameplay Dynamics and Team Strategies
24:11 to 28:00
Explore the dynamics of gameplay and strategies that players use during matches.
“radar tower, and then you spawn there later.”
The Impact of LAN Parties on Gaming
28:00 to 29:34
Explore the nostalgic experience of LAN parties and their communication dynamics.
“because I'm like, this is pretty freaking interesting because I thought I had to sit around and wait for a respawn.”
Voice Acting in Gaming
29:34 to 30:43
Discover the nuances of voice acting in game development and character creation.
“Or if that's something that's too behind the curtain and I can't know yet, that's fine too.”
The Excitement of Last Flag
30:43 to 33:36
Learn about the creative process behind the game Last Flag and its engaging elements.
“As far as for me, Mac told me exactly what it is that he was looking for.”
Show all 18 chapters
Character Differentiation and Gameplay Styles
33:36 to 36:14
Understand how character differentiation enhances gameplay diversity in shooters.
“And, you know, the audience response to it was just like they were excited.”
The Psychology of Gaming
36:14 to 39:08
Examine the psychological aspects of gaming and strategies for success.
“to be behind like this is asymmetrical warfare and you have to be dangerous in a lot of different situations so i need to be able to be helpful you know during the flag finding phase and taking over control points.”
Collaborating with Imagine Dragons
39:08 to 42:01
Insights into the collaboration between game development and music creation.
“It's the same in the fighting games, too, because I can't combo like I used to.”
Innovative Music Integration in Gaming
42:01 to 43:26
Learn how music plays a pivotal role in enhancing gameplay experience.
“He's very good at like coming in, he'll look at a build or something, hasn't seen something in a minute.”
The Impact of Soundtrack on Player Experience
43:27 to 45:22
Discover how unique soundtracks can create emotional responses during gameplay.
“And it's different than your typical shooter experience.”
Creating Nostalgic Gaming Moments
45:23 to 47:58
Explore how multiplayer experiences can evoke nostalgia and strengthen friendships.
“So we'll have to get the scat Eli panic music at the end too.”
Creating Nostalgic Gaming Moments
47:59 to 48:55
Explore how multiplayer experiences can evoke nostalgia and strengthen friendships.
“What's the thing that, again, you know, There's a lot of things to discuss about the game that haven't been shared yet.”
Acknowledgments and Future Collaborations
50:07 to 50:58
Hear about the importance of community and future updates on the game.
“I want to give a big thank you before we go out too, by the way.”
Transcript
Automatic transcript. May contain errors.0:01Spawn on Me is the premier podcast spotlighting people of color. Every week we talk news, what we've been playing, and tell you who's invited to the cookout. Our show is all about talking about gaming through a prism of blackness because we are the culture. Welcome to Bracago, y 'all. What's good to everybody in Bracago? This is Kahlief here, and I am very, very excited because we have the team from Night Street Games and my man, my metal, the smooth kind of fellow Eli Harris, the voice of Julius Reeves, to talk about their new game, Last Flag. But before we talk to them about all the cool stuff that they're doing, I want to show you the trailer that got shown at Summer Games Fest because it is super, super dope.
0:43So let's check that out, and then we'll get back to the conversation.
0:52Yeah. Flag time, baby.
1:00Julia 2015
1:30ako!
1:36And... roku! And now... Lastули!
1:49Countdown begins.
1:56Bye. Bye.
2:17Adios.
2:37wishlist now
2:45so i'm very excited about everything i just got a chance to see for multiple reasons that we're going to get into but mac first i want to i want to again thank you for being here and coming to hang out on the show uh as ceo you have the the wonderful task of telling everybody at home what they just got a chance to see oh well thanks for having me out so stoked to be here today with jay um yeah you know this uh the whole kind of concept behind this my brother dan who's a co-founder with me you know we grew up with boy scouts and we used to play capture the flag in the woods at night We had that kind of quintessential childhood experience where you're the thrill of nature, you're a hero, you're sneaking across the battle lines.
3:27And we were thinking about all the Capture the Flag game modes over the years, Unreal Tournament, Quake, Warsong Gold, all these great games. None of them really had hiding and finding. And some of those things that were kind of the core of that real experience is more about like, you know where their base is, I'm going to do Payload Escort, I'm going to bring it back. and so we're like well what does it what does it feel like when you actually get to hide your own flag and it feels like you know the real uh capture the flag experience we had as a kid so that's where we started from and it kind of developed into what today is uh you know yeah it's like a third person shooter but really no it's first capture the flag like everything from the characters to the level design to the you know to the gameplay elements is all around this kind of core experience of the freedom of real hiding and fighting.
4:18I'm even more excited because this is a genre that is near and dear to my heart. It is a thing that I love to play in games where, you know, I'm a first-person shooter fan, third-person shooter fan at heart. And I remember my most favorite sessions when I got a chance to play competitive stuff, because I'm very competitive, probably too much. I'm probably too Virgo to be competitive. But Capture the Flag is the mode that I want more people to play. When I would play Halo, it was my favorite mode. It was the mode that I was like, why is no one else in this game type with me? Because everybody wants to play Big Team Battle or something else.
4:58But now that you're bringing a very dedicated version of Capture the Flag to the space, I am super hyped. Talk to me a little bit about what it was like to kind of start the process of, again, And, you know, you had that memory with you and your brother of growing up in those spaces and having this understanding of, you know, what is that childhood memory that would relate to a game? But most folks don't say, hey, I've done that thing and now I want to go build a studio. What was the impetus for you two to kind of start that process and talk about, like, we have meat on the bones here that is going to be really good and we want to actually make this thing come true.
5:37Talk to me a little bit about that. Yeah, you know, I mean, like so many other people, Dan and I, we grew up, we got a ton of brothers in our family. There's eight boys and one girl. And we used to all play games together growing up, right? That was just a big part of our childhood. And, you know, when I was young, I started doing 3D modeling and animating. And, you know, Dan kind of got into coding. He still does a ton of work in C Sharp. He's always built little games in Unity and, you know, posting them online anonymously usually and stuff. So we talked about making games for years, done tons of collaborations with Imagine Dragons, with gaming studios.
6:10But this was like a dream kind of on the shelf for quite a long time. I found like a paper recently that my mom brought out this stuff from her garage. It was like third grade, like what do you want to be when you grow up? And it was own a video game studio. Just like very weirdly specific. I was like, okay, like that's kind of weird for a third grader. But, you know, this is like a dream. And to be able to rub shoulders with, you know, folks on our team who just worked on some of our favorite games that we've ever played is just like just magical. And learning to kind of crack the code on Capture the Flag, which was tricky, like there was definitely some obstacles along the way, has just been like an amazing journey.
6:54So we're really stoked. We finally we've been in quiet mode for like years, you know, working on this. And now to finally be able to share it with people is is really exciting. You know, I want to come back to that in a second. But I do want to I want to pull Jay into the conversation because I know one of the things that's really difficult, but also super rewarding is kind of speaking to what Mac was talking to, like being able to work with so many veterans of the gaming space. I know in my own personal time of working at studios, those are the folks who have gotten a chance to really, you know, tap on their shoulders and be like, when you worked in that thing, how was that?
7:28And what did you do here? And what are the conversations you had to work in that space? As a producer, you're having to, again, wrangle a bunch of cats to make a thing happen, to make things work. Oh, but also kind of like making the deadlines to make sure that the game is on track with those things. Talk to me a little bit about your journey into the game dev space and what you what you worked on you know what kind of projects you had a chance to to get in touch with and how has it been to work on on on this one sure um well i actually started out as an english teacher uh working in a brazilian company um i had to help people understand some things that came in english from external qas and from other stuff too um we were having some challenges with organizing the priorities, especially coming from external parties.
8:25So they brought me in and they were like, okay, can you help the team organize here? And I did, and I had a lot of fun doing so. And that's how I ended up working, starting to work as a producer in a gaming company. I found out that helping people understand their priorities and what should come next was actually a producer's job and I found out I also loved doing that. So that's how I started in the gaming industry. I've worked on a couple of projects, Cobra Kai 2, The Walking Dead, Destiny's that came out recently. A couple of projects that haven't been announced yet so I can share. But last year I was very happy to get a message from the team inviting me to join this amazing company and work on something very creative.
9:15My dream was always to work on an original IP. I wanted to be a part of, you know, a dream being built from the start. So when I saw the idea, this 70s vibe and the gameplay, I just fell in love with it. And that's, that's when I joined. yeah i i mean one of the things i've i've always said to folks who ask about the process of making games i say if you ever see a game out in the world go thank a producer uh because those are the folks who make it all happen behind the scenes those are the folks who are you know again making sure that everything is on track and that all those things are kind of getting into the games that they are trying to make so i i feel i feel that in a real way of of seeing people who are making those um making those leaps into into this game especially from a space that is so different than game making in terms of teaching um but i feel like there are there are three points in there that that make a ton of sense um so excited to hear that that's a part of the way you kind of got into the space um eli we got to bring you in especially the voice of ricago uh eli harris coming through also the voice of julius reeves who you heard in the beginning of that dope dope trailer you know we've known each other forever at this point uh you know i'm still trying to get you to adopt me uh into the family because you already got some shorties uh so i'm trying to be i'm trying to be the fourth uh in the fam but what i love about your work is you consist you consistently are in so many different spaces with your expertise and every time i see you connected to a project, it is different.
10:54It is fun. It is interesting. And you consistently bring something new and fresh to everything that you do. What was it like getting the call from, from the night street crew and saying, Hey, we want you to be a part of this project. Well, um, one, I gotta give a shout out to, uh, Gerald Valoria. Um, I've known Gerald for a couple of years and it's interesting. He and I never physically met, but we would communicate, uh, via linkedin and so there were some projects that he had uh been working on before but you know some things didn't work out with those and so then he had hit me up and said hey man i got this original ip that i'm working on that i think you would be perfect for and he said i'm gonna reach out to mac let mac know blah blah i'm like who's mac you know and so then come to find out talking imagine dragons man i'm such a huge fan of this group yeah so gerald told mac if i got the story correct Gerald had told you, Mac, about me, and you had heard some stuff.
11:53And then Gerald made the connection for Mac and I to meet. And the moment that we talked, it just clicked like that, just automatic. For Mac to be at the position that he is, the individual that he is, with the immense amount of success with he and his brother, as well as other things that he do, he's an incredibly humble dude. um easy to talk to um very clear and so you know the moment that that he told me what this game was about like capture the flag see we used to have a variant of capture the flag around my way yes so i'm kind of i'm gonna date myself a little bit on this back in the 80s um kung fu theater was a major thing and we used to watch kung fu theater and then like during the summer usa the usa network would have kung fu june so it'd be like sundays at the church would watch kung fu theater and then there's kung fu june we would actually have ninja wars so it was similar to what capture the flag was but we would build like a fort um in the woods and the the goal was to reach the ninja fortress exact same thing as capture the flag but it would be ninjas so when he told me when i saw that and I saw the character and I saw the name.
13:10I'm like, is this a spinoff off of Bass Reeves? You know, Bass Reeves, the bounty hunter. And Mac was like, you know what? I'm gonna talk to my guy about that because he wouldn't know more about that with Matthew, right? That's who you talked about as Matthew. Our game director. Yeah. Matthew Berger. Nice. Matthew Berger. Yes. And so then it was the whole seventies vibe because I'm a seventies baby. I was born in 76. So it was, it was, it was It's just a beautiful thing to be a part of. It was original, real original. And there's other things I'll speak on as we go into later in the podcast. But that's how I got involved.
13:46You know, the connection to Gerald Valoria, having built such a good relationship with him and him appreciating my work. And then him connecting me with Mac and his Night Street Games team. That's how I got involved. That's dope because one of the things that I always love the origin stories of games is not only just the kind of like, how do you pull in talent that feels like a perfect fit for things? And again, like, you're a perfect fit for pretty much everything that you get cast in. So it's great to see that continue to be the thing here. but what I love to hear is that conversation about the inspiration parts of not only the character but the world and all of those things and Mac I want to talk to you a little bit about you know we talked a little bit about the inspiration for the game itself but what brought me in immediately was the the vibe and the aesthetic that you're that you're leaning into this kind of 70s funk joint is real interesting to have as this space and it feels like it gives you so many ways to kind of uh think about what do you want this world to look like in the world building that you're in talk to me a little bit about why why why this vibe why this kind of era you know what was the impetus for you and the team to kind of to play in this space yeah you know dan and i we we grew up playing a lot of lucas arts games and we talk about that studio a lot right like we loved how you always feel like you're kind of in on the joke it's like smart humor right like We reference Portal a lot too.
15:17Games where it's like tongue kind of firmly in cheek and like you really – you just like immerse yourself in that world. And when we talked about kind of where this game made sense for the very, very beginning for whatever reason, we felt like 70s was like – which can mean a lot of things, right, to people. 70s can be like flower child. It can be whatever. And in different countries it means different things. But for us, it was like the big personalities, like the expressionism of the 70s. That's what got us really excited. That kind of larger than life kind of thing, kind of like a Tarantino 70s, you know, where it's like just got like a little bit of swagger.
15:56And it's funny because, you know, Julius Reeves ended up just kind of being the face of that first trailer for us, not purposefully, but in many ways, like that character just represented that. He's also like an author, and he's very entrepreneurial, and he's a bounty hunter, and he's out there kind of like in some ways like promoting the book. And yeah, there's a lot of layers to the story that I won't get into today, but a lot of mystery to unravel as well. You know, there might even be things hidden in the trailer. Actually, I've never said that before, but this is all I'll say it here first.
16:31But there's a lot of – there's kind of the sinister backstory of this guy, Victor Vex, who creates the television show. Vex TV is his network, but it's Vex Enterprises. And there's some kind of question marks about like, well, why did he make this show? And all these contestants have their own reasons for being on the show. But there's also kind of this underlying mystery that you can dive into and sink your teeth into a little bit as well. But I will say when we talked to Eli, it was so very atypical of voice casting where usually we cast a huge net, talk to a billion people, whatever else. We were on the phone and I think when it really clicked, I said something and Eli laughed and I was like, oh, dude, that's it.
17:16That's it. That's Julius. We're never going to find anybody better than this. Like, it just was so perfect and just so lovely to work with. And it's just been a fun ride together. What's the collaborative kind of work look like across the studio? Like, I think studio heads and usually creative directors kind of have those initial moments where you kind of get the brief, you get the pitch for what the game is going to wind up being. you start to iterate on the minutiae of what that looks like from a design perspective from a gameplay loop perspective from a audio visual perspective you start to get all of those things together what were the kind of initial things that you were like this must be in it like this must be in the game we must have this as a touch point this must be a pillar that will drive the direction for what we're building what were some of the first uh things that you all talked about in the team about around those things yeah it's a it's a great question and it's a journey because you know you start the game the idea is like yours at the beginning yeah but then when you start finding things the game then starts telling you what you need to know and you have to kind of try to honor that and eventually like the players own it right and you got to learn from them so early on we knew we wanted to capture the flag right but we actually we were looking at like isometric gameplay we were looking at fog of war we tried a ton of different things um and uh what we found early on is that that hiding and finding it's it's like the it's like the same feeling you get in gorilla tag where it's like a simple kind of everybody understands it and that's what makes it so special it feels so good to have like hidden the flag somewhere cool and people are just dying trying to find it or vice versa when you're like roaming the map you find it like we knew that was special and different um but it was challenging because there was all these other ideas we had right we had like these this like wendigo beast you could kill the turn of the sky tonight and we had these kind of moba elements that we had to kind of peel away those things as we went through it and say no no no this is this is what's great and how do we how do we honor that and so um we spent like six to eight months you know matthew berger did such an amazing job of helping us really kind of pause everything and say, okay, just game loop.
19:38Like, let's just keep iterating on that and seeing where it gets. And it took us down this road to where we are today, where we found a balance where you had the freedom and chaos of hiding and finding, which we think is imperative, but balanced with some objective decisions you can make. So there are these radar towers across the middle of the map. And if you own a tower, every 30 seconds it eliminates a search area on the enemy's side of where their flag might be and so you're making these decisions as a team like how much am i fighting over these towers just like eliminate search areas and hone down my search versus how much do we roll the dice like and just go out looking for the flag and you can play it the way you want to play if i'm a terrible shooter i am kind of not that great i'm like i'm extremely competitive as jay will tell you i have to be like really careful in all of our, you know, play tests because I get very passionate and me and Matthew have this rivalry.
20:32And anyway, I'm not very great, but I do enjoy it. But I can say, you know, our team's getting outgunned. Like we're just going to skip the towers. We're going to sneak around the back line, or I might be good at hiding and finding and not good at shooting, but I can contribute, or I can be good at sneaking around and killing these cash bots that spawn and earning money from my team. So there's a lot of ways to contribute as different types of players and that was really important to us as well we're very casual competitive like fun first competitive second yeah jay i want to i want to kick it to you really quick because that always sparks a question in my mind once we start to talk about game loop and and and all those things so like you're getting information from from from mac and the team to say here's the vision here's the things we're trying to implement and you as a producer get a chance to kind of execute on some of that stuff one of the things that always comes up when i have discussions with folks who are doing the work you do is the happy surprise right is the thing that you didn't expect to come out of either a gameplay session or a brown bag or a discussion about the technology that you were using to kind of get the game in a good spot were there things that you can talk about that were happy occurrences that kind of either changed the way the game was kind of moving or something that became a feature?
21:54You know, again, give me the super high level so we don't dig into the weeds and share stuff that's not available to be known. But like, were there moments in your work that you were like, oh, this thing that came out of a gameplay session, we really liked that. Maybe we should implement that and put that into the way the game goes. Yeah, actually, we play test the game a lot. So we try to play the game at least twice a week. Because I work with the design team, we play the game basically every day of the week. And we really value feedback, both internal and external, when we can't get external feedback.
22:29So we've had quite some changes based on feedback since I joined. it's funny to think when i joined like a year ago some of the abilities of the characters we see right now were very different they they would do you know things um that are definitely not even similar to what they do now and that took a lot of iteration and it was a surprise right because it's not that they were not it's not that they weren't fun they weren't fun back then but we We saw it could be even better. We had some room for improvement there. So we made some time. We're trying to have some time to iterate on feedback every time we plan for all the surprises we might have.
23:16Something that might not click the way we expected or something, some crazy idea for our next map. We are actually implementing some crazy idea that came out of a play test. like oh what if we could do that and it turned out to be great so you know um we prototyped and it worked and it's it's gonna make it so we we tried to leave some room for all these wonderful surprises we have yeah yeah that's rad just to to build on one thing jay was saying there i mean you know a lot of the best features have come out of pain points you know we struggled for a lot of like Respawn, for example. It was like, Respawn is never fun in a game, sitting around waiting to be born.
24:02And we also had a problem where if you die, you can respawn at a radar tower you own. And it's like, so we had this kind of clunky UI system where it's like, we got to click on the radar tower, and then you spawn there later. Anyway, that problem and some of the feedback we got turned into this whole kind of green room feature that we have, where you start the game now in this green room where you can see the enemy team across this glass wall, and you can go like, dance in front of them, throw stickers on the wall, whatever. But then there's these tubes that are kind of like old 70s bank tellers, you know, where you run into it.
24:33It's like, whoop, like pulls you up. And that tube system now like takes you to whatever the, you could go to like the spawn points you own now. So I own Tower B. There's like a glass tube that like spins around. It's like accessible to the other team or our team. And so it basically, it solved our problem of, you know, how do you make it easy to go to teleport to the places you own. So it helped out with that. But it also made for a much funner experience. When I die and I come back to the green room, I might see an enemy running to their tube C and call out to my team like, oh, they're going to C.
25:09They're probably running the flag past there. There's all these kind of meta moments that kind of come out of that. And I don't think we ever would have thought to create something like that if we weren't like problem solving and listening to feedback when we were playing. oh that has got me really excited because i think one of my favorite parts of games like this is intel like i think having good intel is a thing that is so important for games like this and it becomes a real hard thing when you have especially you know i'll reference halo again like you had those big team battle uh capture the flag moments and everyone kind of is doing their own thing right you have the people who are you know playing overwatch and not not literally playing Overwatch, but being Overwatch and either trying to shoot people who were trying to track the flag down and capture stuff.
25:56You have the runners who were going. You have the defenders. You have those folks. You have so many different versions of that. But with a gameplay loop that is pretty short, it sounds like matches usually around like 15 to 20 minutes or so. 10 to 15 minutes. 10 to 15? Typically never more than 20. That's right. And in that time, you have flag hiding. You have point capture over the radar towers. You have payload escort trying to get that flag back to your home base. You have base assault and defense because at the end of the match, you run it back to your base. You have to defend it for one minute to win, which is the climax of everything, by the way.
26:31I'm like, Kalief, get up on the roof. Call over the coming from Eli block this door. You know, you're like batting down the hatches. You're getting yourself ready for like an assault from the enemy team. So it happens super quick. And it touches a lot of familiar notes in terms of like gameplay, but like there's some real novel things too. And a lot of psychology when you're watching people like you're like, dude, they're fighting so hard over Tower C. There's only a couple of squares left there. I bet that I bet their flag is there. Or are they just trying to throw us off because they know like we're going to look at a otherwise.
27:04So you you're really like constantly trying to outsmart the other team. Oh, I say it was sorry. Yeah. During the LAN party, when I had a chance to play it and really get into it, I got to say it was really intense for me. And when you spoke of the green room, that's one of the things that stood out to me when I got cheated, man. But when someone capped me out, I'm not going to get into it because it was one of Mac's guys on his team that did me really wrong. And I'm not even going to say his name, but he did me wrong. If you got a blast, Eli, if you got a blast, I won't hold it against you. I'm not going to do that to him because he and I, we joked about it afterwards and everything.
27:46I had him too. and somehow he just disappeared into a pipe and I'm like, come on, man, because he had no help. But when I lost my health and I went down to the green room, that actually stood out to me because I'm like, this is pretty freaking interesting because I thought I had to sit around and wait for a respawn. But yeah, you go down to this room and you can just get sucked right up into this pipe and I thought that was really neat. And then the communication aspect of it, Like, you know, it's been a while since I did a LAN party like that, where there's a room full of people and everybody is just talking and communicating.
Read the full transcript
28:22And, you know, playing Last Flag brought back some memories to me. I'll just leave it at that because, you know, I'm an old head. So LAN parties is what we used to do, whether it was on Doom or whatever. But this one really brought back some memories. It was fun. It was fun. I mean, it's a hard thing to game map, right? Like, what do you do when you die in a game? You know, especially for, you know, it's what, 4v4 basically, I believe? If I'm not mistaken. 5v5. 5v5. So you have five, you have 10 players in a map, and those moments when you are battling over that stuff, those moments when you're in between in such a short amount of time do really, like, take a lot of thought behind what is the experience for the player that is happening while they're waiting it is a thing that is a constant for a lot of different kinds of games to be like and you know as soon as you are in a version of it that feels different that it feels different right like that idea of how are you building a thing out so that you're respecting the player's time and you're also giving them something to do while they're in those in between spaces i want to i want to come back to another part of the the gameplay loop because i think that's important but eli i want to come back to you really quick because one of the things that i've always uh been curious about for the process for you is you're a part of these projects as a part of an ensemble right like you are the person who is coming in for this specific character but what i saw in the trailer that i was really intriguing to me was there are so many different versions of characters within this world that have their own flavor have their own vibe have their own kind of aesthetic and and sound uh i don't know where you all are in the process of recording things and and getting to get feedback and stuff are you getting a chance or have you had a chance to get any of the to work off of any of the other vo artists who are who are doing any of the other characters and stuff to kind of or is there is there inter is there interplay in there uh that's baked in between characters like quips and barks and stuff like that between people?
30:31Or if that's something that's too behind the curtain and I can't know yet, that's fine too. Yeah, those are elements I think that's being worked on right now that I'm sure Mac and then we'll get to at a later date. As far as for me, Mac told me exactly what it is that he was looking for. And one of the characters that I was thinking of when I saw this was Black Dynamite. Yeah. With Michael John White, who was someone that I've met before as well. And Mac was pretty much like, have fun with him. You know, we want to hear this kind of cool, he's not this heavily intense guy. There could be a hint of seriousness with him.
31:15And, you know, Mac allowed me flexibility with Julia. So some of the stuff you hear in the beginning with the ch-ch-ch-ch-gah, you know, it's just me having fun. That could be, by the way. dude i wish we had all of his scat stuff because there was it we could have made a whole reel of it it was so good we probably had like 10 times that in there and it just it was just we just didn't have time for it but one day there'll be a reel because the reason i and the reason i brought that up is because i've worked with you so much and have seen this same picture of you in the booth while we've recorded stuff together and i'm picturing your face doing that sound and doing the but it's just great because it's like it's one of those things that comes across right like we all bring our personality to the work and i think especially you in the work that you get a chance to do you're pulling in pieces of yourself all the time that is like a part of some of this while also crafting crafting new uh experiences and new characters all the time so that was just a thing that reminded me i was like oh yeah that must have been super fun go ahead good i'm sorry Well, and that's one of the things that you, as a voice actor, that we really appreciate when we work with teams is the teams that allow us to have some flexibility, to have a little bit of say, like Mac and his team even gave me the opportunity to come up with some lines of my own.
32:38You know, so when you have a team that is, you know, creative, have a great vision, but they also allow you to have, you know, a little bit of say and see what you can bring to the table, it just makes it a lot more fun. So when you hear stuff like the scatting that I was doing, it's all genuine. It doesn't come off like I'm doing something off of a script or it's something that's manufactured. It's just letting loose and having fun and being able to do that vocally with a game that they are designing for you to have fun. I got to say this part. I don't know if if this is going to be part of the end of the interview or your questions.
33:12But at Summer Game Fest, there was a lot of great games announced, like a whole lot of great games announced. When Last Flag dropped, it broke up the monotony of a lot of the stuff that was shown. Like so many things were serious and life altering and, you know, great games, but just more of a darker theme. And when Last Flag dropped, it was just like a breath of fresh air for some. And, you know, the audience response to it was just like they were excited. I know I was super excited. You know, it's colorful. It's fun. and it's engaging, you know. So when you have a game that's centered around fun, you can't help but to have fun while working on it too.
33:58Yeah, I mean, that was the first thing. Because I remember when you first hit me to the team and the project and stuff, and I started to look at it, and I was like, oh, yeah, like the vibe is chill. Like it's a fun hangout vibe. Like, I know me as a person who is too competitive to play video games often. Mac, I share your same sentiment of the, like, a little bit competitive and you got to tone it down a little bit here and there. Because it's just like, that version of me is coming out that I don't necessarily need. But I'm that same way. But games that lean this way and have that kind of, again, aesthetic that feels interesting and fun.
34:42And we definitely have to talk about the music because I think the music is a part of another layer of this big ensemble of work that's happening. But I do want to ask one question that goes before that, which is one of the things that I really was interested in and while we continue to talk about this gameplay loop and all the characters that are there. You have these five different players in a game. You have what it seems like five different characters, and I'm sure more will come later on once things are out in the world. How are you thinking about not only differentiation between those characters?
35:17I mean, of course, aesthetically and visually, they will all look different, sound different, all that stuff. But are you thinking about them as archetypes in terms of the way they play? Or is it a kind of jack-of-all-trades that gets changed with abilities, tools, and things like that? Or is it each one of those characters when you were going into a match, you're like, ooh, I'm going to pick Julius because Julius does a certain thing that I need to give us the best chance of success. What's the kind of version of that for you all? Yeah, it's a great question. And some of the answer comes back to the core of we really wanted a game where different types of players could contribute.
35:54So think of it more like contestants who might cater to different play styles than contestants that fill specific individual necessary roles. we don't have for example a pure healer uh you know or pure tank and and the reason is uh there's a couple reasons but one of them is it's a little different than like uh you know an overwatch or a game where you're kind of pushing down a lane where hey you need to have a shield you're going to be behind like this is asymmetrical warfare and you have to be dangerous in a lot of different situations so i need to be able to be helpful you know during the flag finding phase and taking over control points.
36:30I need to be helpful bringing that flag back. I need to be helpful defending it or attacking a base assault. And so even though, you know, I might have, if I'm playing like the lumberjack, I might be a great in-person close combat brawler. I might be good with crowd control and I might struggle at a distance. I'm still not going to be painted in a corner where I can't participate or do something meaningful at every stage of the match. And so we look at each of our contestants in that way. So if I'm playing a scout, I might be really great at mobile, I can hold onto this gun that's pulled by a bird and fly across a map, or I could steer the bird to go target people, but I've got a gun that could do some danger, and I might have to play to kind of cater to that style.
37:16But typically, we think of our heroes having at least one or two or three different types of things that make them special but not something that pigeonholes you so much that it's like we can't play if we don't have the bounty hunter on our team like we have to we try to avoid that kind of situation i like that because that that gives it gives people the ability to find a role that they like and continue to kind of build on that i know for me as a big uh and i'll reference another game because i think it's apropos but i think for me as a person who liked old school battlefield i'm a big old school battlefield fan right like i was the person running into the fray to go give everybody ammo and feeling like i'm doing my job like i'm doing the thing that i really want to be doing i know what's helping the team i'm also seeing my stats grow while i do it but i'm also contributing in a way that's not just trying to get kills on on that side of the fence which is great i love that that's a part of the philosophy for for how you're thinking about this in this way so that that that makes me happy as a person who you know i'm getting old my my hand coordination isn't as good as it used to be i can't do call of duty anymore man like two minutes in i get head shot at my 12 year old and i just want to cry there's there's not enough coffee in the world yet for me to get good at call of duty again i am team camper in call of duty people hate me but i'm like look all you young kids y 'all can run around in a circle all you want i'm gonna stay right here and just shoot you when you can yeah i'm the i'm the battle royale guy that will like go hide with like the shotgun in the closet it's like so bad look i'm trying so hard to get that chicken dinner that i'll do anything look i have i have i'm trying to change the meta in the way that we talk about campers in games from you're not camping you're playing smarter and not harder that's the way that oh i like that that's that's the way camper sounds It's too lazy.
39:14It's going to be like the watcher. I don't know what it is. We think of something. You played like an idiot. It's the same in the fighting game. It's the same in the fighting games, too, because I can't combo like I used to. I tried. It's like the body is willing. The mind is willing, but the body is weak. My fingers are like this. I'm like, oh, my God. So now I kind of turtle more. Now I turtle. You remember that term, turtle? Yeah, of course. Yeah, I mean, what kind of gameplay style do you kind of look at? She's brutal. Jay is good, man. She's dangerous. You're being kind. Come on. Well, it's funny because when we play against Mac, the goal is to kill Mac.
40:00It doesn't matter if we're winning. If we're killing Mac, we win. Y 'all do Mac like that. They do. And you know Jay's not lying. You know she's not lying. it's like it's like ah don't worry about the flag guys just i see mac on point c let's just kill him like three times and it's not because i'm particularly dangerous it's just because they know that i'm freaking out on the other end somewhere again video games are psychological it is psychological warfare you gotta you gotta sometimes you gotta take the mind out of the game to affect the body yeah that being said uh i do want to talk a little bit about about the music layers of this.
40:41I would, I'd be remiss to not talk about the work that you have done with Imagine Dragons and your brother, Dan, as a front man for the, for the, for the team, for the crew. What has it been like to kind of, again, have this experience be something collaborative in family to be able to build something really cool like this? And, and what has it been like to kind of, you know, I didn't know that he was a person who coded, you know, like we all are uber talented in so many different ways. but it's always cool to be able to see people come out of that, the usual space that you see them in to do something different in those ways.
41:17What has it been like to collaborate on this process with your brother and talk about, you know, what has Imagine Dragons kind of brought to this from a musical standpoint? Yeah, it's been super awesome. You know, Dan and I, we've worked together with the band, obviously like 15 years, and we've taken kind of our journey, like ups and downs. That can be hard, right? Like this is, this has been awesome. Cause it's kind of a true partnership, you know, we, it was kind of born purely out of like love for gaming, you know, and, and like, that was like the only impetus. And so it's been really great.
41:51And Dan is, he's I don't, I don't want to give him too much credit. I, it's cause if he hears it, his head's just gonna like, you know, but, but he he's, he's very good. He's very good at like coming in, he'll look at a build or something, hasn't seen something in a minute. He'll come in and just immediately be like, well, what about this and this? And this seems like I might be a little bit off. And I'm like, oh, I hate him because I know he's right. It's like he has a very good gut instinct on things. And a lot of these ideas started with like some hand-drawn animations he did, some music and voiceover stuff he did.
42:25We'll share it at some point in time. It's definitely come a ways from where it was. But there was a lot of exciting things about it. And it's funny because we were like, we're not making a music game. We're just making a game. This is not about the music, but it's like, it's like impossible for us to totally escape it. And I think we did see an opportunity where a lot of time, especially in shooters, it's like music is like kind of an afterthought. It's kind of like slapped on at the end. It's the first thing to cut for the budget. We really did want to turn that on its head. And so, you know, we have an amazing audio director like Dave Lohmiller has just done some awesome work.
43:01you know he worked on battlefield a ton of other great games but um you know he comes from this kind of metal band background yeah which is awesome and with him and dan and we have this kind of grammy nominated producer writer jt daily who does like just loves like old 70s like analog stuff those three together have just been having so much fun working on the music and it's all like it's all 70s instruments it's like recorded very analog like and you feel it in the game And it's different than your typical shooter experience. Like when you're hiding the flag for the first minute, there's this like spice thriller seventies song that like plays, that like gives you this, like you feel a way that you let's get a little different than you usually feel in a shooter.
43:45You know, it feels good. And you're like going around, like trying to be sneaky and hide your flag and you're thinking, and you hear these like horns and like the standup bass. And it's like, it's cool, man. And, and there's the same thing for the last 60 seconds. It's just like a 60 second countdown song. It's, it feels like Chicago on steroids kind of, it's like, it's really, it's really fun. And it, it drives the gameplay in some ways. It's a little unexpected. I love that. See, like you already sold me, but like when you start to drop stuff like that, I'm like, Oh, cause I'm a big nerd for that stuff.
44:19Like those moments where you're, you're, you're adding additive things to the gameplay through, through the music, the soundtrack to the space. and I love to hear you talk about the kind of you know um collaborative space there right like you have game veterans who have made some of my favorite sounds and music within games and then and then Dan who has made amazing music over over his career and getting the fresh eyes from him and the the you know legacy work that those folks have done in a space like this around a genre where I would not think that those things would mash up with the people who you just talked about makes me really excited.
44:58Cause I'm like, Ooh, it's a new take on their versions of what this music could be and what these soundtracks can be, what these soundscapes going to be. That's dope. I love stuff like that. The panic music is crazy. Yeah. That panic music is crazy. Like when I was literally, because like when that countdown comes on, I'm like, Oh my God. Like the one I was on where I knew it was just we was gonna win it. I'm ducking here in the corner You know trying to cover for the guy So if anyone cuz I'm picking them off and the music is like Faster and I'm like oh my god So I might look at from left to right and all of a sudden a swarm They the team swarmed in and killed us and took the flag back like that the music the way the music kicked up in that it was like Like that yeah it was i'm gonna forever call it the panic song now i'm never gonna be able to it's really true though it really it really does like it really is the panic music it's no question man jay now has a new a new jira ticket that is just called panic music i want the royalties on that i want the royalties here's an even better idea Eli for for a version of that I want a version of a track by Dan and I want you to do the ad-libs in that track I would do that too I want you to do the panic ad-libs I would do it just like the music is going oh shit it's happening
46:33Julius cussing throughout the thing in the background just like you better hurry your ass up you know what the the main theme song is like uh it's it's good it's fun but like uh we have this girl uh girl woman lindsey on our team yeah she's amazing and uh lindsey is always singing her own like you don't really know what dan's singing a lot of the times i don't know what the words are she's like your mama get something i don't know what she's saying something but she's singing it all the time when we're in the we're waiting for the game to start and so we've always talked about There's got to be some kind of voice pack Lindsay theme song version.
47:11So we'll have to get the scat Eli panic music at the end too. I'll do it. That'll seal the deal, man. Sign me up. That'll be an honor. Lindsay, if you're listening to the show, write in the comments what you were singing so we can figure out what that was. I don't think she's singing real words, but we'll make her drop a voice memo in there for us. Oh, it doesn't matter. I've been doing a podcast for 11 years. I don't say real words. It's the same, but different. Man, time has flown, and we're almost out of time. But I do want to go around the panel and talk really quickly about what's the main thing you want players to come away with?
47:58What's the thing that you want players to really invest in? What's the thing that, again, you know, There's a lot of things to discuss about the game that haven't been shared yet. But what's that main thing? What's that main nugget that you want them to come away with when they get a chance to play it, Mac? I'll give you the end stage to be able to share that. Yeah. For me, you know, as somebody who grew up playing games with friends, I grew up doing the LAN parties Eli's talking about. You know, in fact, in my dentist's office at night, we shut it down. He would let us use his, like, it was like the first network computers we ever saw.
48:31We'd all be sitting in dentist chairs playing Unreal Tournament together. And this game, I hope it recreates some of that nostalgic fun with your friends stuff. Those moments are like, especially every year that goes by, how you spend your time is so valuable. And if you're spending with your friends, just having an amazing time, that's what our game is all about. I'm going to make a little plug, which I hope people go to LastFlag.com. you can go sign up to get on our playtest queue right now and we're going to be really soon bringing a ton of people into playtest so um yeah that's that's that's my plug i love it i love it i will be doing that right after we finish recording today because i need colleague you need to come play man we're gonna bring you in you gotta come we gotta do this please do because i again like all the layers and nuggets you shared during the show you and jay and eli like all those things are again saying everything i want to hear about a game like this i am very very excited for for everything you're bringing to the table and all of the pieces sound like they're really coming together and i'm just hyped for all of it again as a person who loves this genre seeing it come back to life in a space like this with this this version aesthetic and all the pieces that are there real dope i'm excited for all of it thank you so much so eli jay mac thank you so much for spending some time with me today everybody at home please please please go check out last flag go to lastflag.com you said go to last flag.com wishlist it on steam as well wishlist the game on steam get those wishlist numbers as high as they can go uh and again this won't be the last conversation we have with you all please please please you always have a seat here at spawn on me i want to continue to hear how things are going with with the project in any ways that we can be helpful and be involved in any of it, please let me know because I'm down, down, down.
50:25I want to give a big thank you before we go out too, by the way. Yeah, please. I want to give a big thank you to the Night Street Games team, to Joe Valoria for introducing me to Mac and the entire team. Jay, meeting you. All of you have been excellent. It's been a joy working with you and I look forward to the continuing working relationship with this. I got to give a shout out to my team as well of Tanisha, who is a dynamite PR strategist who was always in the trenches getting in work. Arthur Milano as well, which Khalif, I know, you know, Arthur as my senior advisor and Juwanza Hall, who handles all my graphics.
51:04And Khalif, I appreciate you allowing us to set this meeting up so we can get more eyes on the project and introduce it to an audience that may not have seen it. I mean well again like this is the reason why I love I love hanging with you fam like you always are around good people you're always around folks who are doing fun stuff uh anytime that you can bring dope people to the show to be able to showcase their work that's what the show is here for so uh massive love to you and the team again massive love to everybody at night street uh I'm expecting that that track with the with the ad libs at some point down the line maybe put that in a DLC bucket somewhere.
51:42Figure out a way to make that happen somewhere down the line. But definitely make sure you're checking out the game. Make sure you're paying attention to all of it. And we're going to end out this episode of Spawn of Me. It was a banger as always. If you want to check out more of our work and you want to check out all the dopeness that we have, go to all the spots that we're in. YouTube.com.spawnofme. Check us out on Spotify. Check us out on Apple Podcasts. All the places that podcasts reside. We have more dopeness coming to Spawn of Me next week with a new episode coming to you from Brocago. So much love to you all.
52:10Have a wonderful rest of your week. Take care of yourselves. Be safe. Wash your hands. Wash your butt. And be good to each other. Take it easy. Thanks, Calvary. Peace. Thank you.
From the publisher
We sit down with the creative minds behind Last Flag, the brand new 5v5 capture-the-flag shooter from Night Street. Hear directly from the team—and voice actor Eli Harris—about what makes this retro-inspired, game show-style shooter stand out. Plus, we dig into how Imagine Dragons made the leap from chart-topping musicians to launching a full-fledged game studio.Learn how this bold new project mixes music, mayhem, and multiplayer magic to bring something truly different to the CTF genre.
