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Report RSS Why sex sells and triple x tycoon is more than just that [interview]

We have had the pleasure of interviewing Christon “Doop” LeJohn, the Technical Director at Joy-Toilet and got to chat with him about their upcoming, risqué game Triple X Tycoon, which is currently being crowdfunded over on IndieGoGO and has already surpassed its target (115% funded with 12 days left).

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Triple X Tycoon Interview


We have had the pleasure of interviewing Christon “Doop” LeJohn, the Technical Director at Joy-Toilet and got to chat with him about their upcoming, risqué game Triple X Tycoon, which is currently being crowdfunded over on IndieGoGO and has already surpassed its target (115% funded with 12 days left).

Christon, thanks for taking the time out of your busy schedule with Joy-Toilet and the Triple X Tycoon IndieGoGo campaign to have a quick interview with us. Let’s start with introductions, tell us a little about yourself and what your role is.

So right now I’m the guy handling all of the programming for Triple X Tycoon, most of which is done! All the tech-headache aside it’s been smooth sailing which is a pace I always prefer to take on later in the project cycle. Prior to starting Joy-Toilet I was a PR guy and a tech analyst in the games industry. That was comfortable, but I prefer the trenches!

How do you manage to work on the game and Joy-Toilet given your small team and technical (one computer) restrictions? What were – or are – the biggest challenges and how did you overcome/are you overcoming them?

Part of it is just knowing how to execute an idea. When you have a team as small as ours you don’t have much time for process. Which is fine because I prefer solo coding. No weird integrations, no questions, less sticky notes.

The biggest challenge we’ve faced since the beginning was the lack of a dedicated artist. I actually started out in the design and art areas but I think an acquired skill is no match for natural talent. Being low on funds didn’t help us at all, and so the date slipped. Now things are different, just prior to the IndieGoGo campaign we were just starting to [....]

Click here to read the full interview

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