Tell us a little about who you are outside MKF.

I freelance in Film/TV Editing. I chose that career because of how easy I found programs like Avid and Final Cut Pro, I've also been a great storyteller at heart with a cool imagination. Part of storytelling is narrative and narrative is vital in editing a film. I also enjoy scriptwriting and drawing.

What's your favorite video game.

I'm probably overthinking this, I could say thats a hard question and say there are dozens, but frankly, one pops up in my head throughout. It has to be Mega Man 2!

Favorite Song?

I grew up with Grunge, Rock and Metal, becauses I'm in filmaking I also listen to Soundtracks, but now, because of my rediscovered love of retrogaming I think I prefer the primitive yet nostlagic sounds from the 8-Bit console. Remixes are cool too, I have to say, I'm a little biased and my favourite tune to date has to be "We're the Robots" from Mega Man 9.

Favorite Novel?

There's only one book I've read once every year my whole life, and thats The Lord of the Rings. It never gets old and its a timeless legend. Kind of traditional for an englishman really, its Englands version of a folklore.

Is this your first fangame?

MKF is indeed my first fangame. I don't think I'd ever thought of making a fangame before, always preffered to do original stuff, like a Starsim's Universe game. If it hadn't been for Judgespears Bubble Man Stage video, I don't think I would ever have gotten as involved as I ended up being. I believe I may have been one of the first co-contributors, the team began to grow from there.

Tell us a little about your role on the development team, what is it you do.

I am World 3's primary stage developer. Judgespear was satisfied that I knew my Mega Man lore, and knew how big a fan I was that I'd be perfect. I have no real coding knowledge, but I do design the sprites and level layouts. I should thank the many friends who have also helped out with the sprite work for world 3, we've managed to create some awesome custom shaded characters for Mega Man's World.

List a few of your contributions to MKF.

My first ever contribution was Cut Man. I provided his sprites for his boss encounter. I made a reshaded NES version, because I never truly liked his Wily Wars sprites. Then my next major contribution was Tails. I'm a huge Tails fan so I volunteered to include him as a playable character. I knew Tails' Genesis sprites would be too big for MKF so I went about creating my own custom ones. I added my own animated two tails to a reshaded gamegear sprite sheet from Triple Trouble and Sonic Chaos and thanks to some help I was also able to finish the awesome Racoon, Tanooki and Gyro Man suits as well, I think they suit the loveable fox perfectly.

You've done some very nice spritework, I especially like what did for Tails. Are you an artist or did you pick up the skill somewhere else?

I aquired the skills there and then. I'd never done sprite work before and it seems I just have a knack for it.

There's a great deal of energy put into making sprites look similar even when they're from entirely different games. Tell us a little about the process.

Well there is often a shabby way of making sprites, called "frankenspriting". I've heard the term before and seen the poor results that this lazy spriting can bring. I know that with all the material at hand you do have to do some original work yourself. You need to be subtle, one thing people might not notice is how I added Tails' spinning two tails from his Triple Trouble sprites and pasted them onto his Chaos running sprites. With the re-tuning and shading these minor details can look authentic and unnoticable. Care and detail is the key, adding a bit of your own shading or adding additional pixels to a figure can make all the difference.

Of all the things you've worked on in MKF what's your favorite?

I think it has to be my skin mods. I realised I've slowly become a huge Ninji fanboy, my mod of Mario into Ninji has to be my proudest work, because now I can play as the cute little hopping blighter whenever I want. He needs to have his own game franchise!

On average, how many hours do you spend on this project in a week?

Of late there hasn't been much work due to other projects but in my prime when theres lots to be done and a new beta on the horizon I've nearly provided over 40+ hours work over a week to get a particular level done at one time. Yep thats crazy!

What was the most difficult part of working on this project?

I'd say what I'm doing right now has been the most difficult task for me, making my epic World 3 level of Megatropolis. Seeing from the sprite sheets and mock screen shots, its become highly anticipated. And its alot of work, a very ambitious and long level with many edited tilesets from various Mega Man sources. The biggest problem has been updating the level to go with all the new features in the latest source/beta. Once we achieve in transferring my work to the latest source, allowing all the new characters, power ups, features to be applied to this level I can continue with it, adding the NPC civillians, enemies and also the cool autoscrolling train section.

Much of the development process is a mystery to us, tell us a little about what it's like to be on the development team.

We choose our developers wisely, I'm proud to be apart of some great and talented people. In the past we've basically been allowed to work on our chosen field and then we individually send our work to either Judgespear or Obreck for "merging" into the main source code, where its then checked as best as we can, for bugs and missing tiles etc. We are thinking of revising this process because it does slow things down, having to take turns contributing material.

I've seen many good fan and indi games ruined because their developers split up, and yet the MKF team seems to not only be holding together, but actually growing larger over time. What's your secret?

I think what keeps the project going (and I have to admit that there has been moments when things have slowed and threatened to end the development) is the occasional awesome new level or new addition added to the game that brings back the excitement for the project. With the excitement to play the game again, and these new features, comes even more volunteers. But we must agree that there has to be a limit on the contributors sometime or MKF may become too big to handle.

How have the fan contributions helped MKF?

Well in my case, if I hadn't stepped forward to introduce myself to Judgespear, I don't think the idea for MKF would ever have grown the way it did (suggesting there actually be a Mega Man World just for Mega Man levels like Bubble Man's). I think the fans have made MKF what it is today, made it grow from its simple roots as a little Super Mario Fusion of levels to the grander "Worlds collided" theme.

What advise would you give to those starting their own fan/indi games?

I'd say try not to go it alone, make your project known in videos, forums, etc. Gain some interest and friends to help you, who knows it may end up as big as MKF!

What are you working on now?

Well thanks to MKF, I've fallen in love with fangames. I always had a deeper love for the classic Mega Man games, and its led me to N64Mario and his Mega Man Open Source Engine. Using Multimedia Fusion 2, he's trying to make a PC Engine that when finished would replicate a NES Mega Man game perfectly! Ontop of that we also have an example game in the works made from that engine, MegaPhilX is the main developer of that game and I'm proud to say that I've been allowed to include my own Robot Master to it, Yoku Man, master of those dreaded dissapearing blocks. We're hoping with this fangame and engine released we could create a huge community of Mega Man fans who'll be making their own Mega Man fangames from the engine.