In Conversation With: Slobodan Stević

Slobodan Stević [photo: Ivan Notaroš]

GGJ 2014: Slobodan Stević (left), Nenad Ognjanović (right) [photo: Ivan Notaroš]
“You work alone on Switchcars, so do you have to have some kind of schedule?” “The schedule is ‘wake up, Switchcars, Switchcars, go to bed.’ I rarely do anything else because I cannot afford it, timewise or moneywise. At this point, it’s all about finishing it. I’ve been doing it for months, probably about 12 to 14 hours a day.” “When you first started, did you spend less time working on it?” Yes, in the beginning I was also learning to program. During the first two weeks or so, I would spend 4 hours watching the Python course, and only a few more hours trying things out on my own. I had some savings and this mindset that I’m going to spend a year working on something so I was pretty relaxed. As soon as I felt that I can do exactly what I want, I knew how and this gave me a lot of motivation so I began working like crazy. Sometimes I would spend whole day working on Switchcars even in the beginning but not so frequently. I had other projects, music or freelance and I was going out and stuff.”
The schedule is ‘wake up, Switchcars, Switchcars, go to bed.’
“How much time did it take you to make the first version that you actually showed to people?” “About a year. And it was actually the second version because I never really finished the first one. I was working on that second version full time for 4 or 5 months, I think.” When he posted the first trailer online (Youtube, Reddit, TIGsource) he was pleased with the comments he got. “It means a lot. After this point I was really motivated to continue. That’s one of the reasons I posted it so late. I was looking forward to impressing people and didn’t want the quality of the game to affect my motivation right from the beginning. If I posted the very early prototype I don’t think it would have worked the same for me. It was also pretty good when I showed the game on my laptop at the meetup because, for the first time, I saw people other than myself playing it. I was focused on that and not on their reaction, and what I felt was ‘holy shit, they can play it. It’s not just me – they get it, they know what to do’ and that, for me, was the best part.“
“Why vehicles?” “It’s the same kind of appreciation as one might have with flowers, or insects, or anything that has many different kinds and they are all different in their own way but kinda similar. I like that. They all have different colors, different shapes, different purposes. I like to play around with the background of each vehicle, like this one is made in Romania, and this one in Sweden, and then this one is made in the ‘70s and this one in the ‘90s. And somehow you have this story you build up like one vehicle model succeeds another and this started, you know, some kind of history. There are a lot of systems in this, and they are what made it interesting to me when I was young. And I liked drawing stuff, so I was drawing a lot of vehicles. I liked making animations of them crashing. I was making comic books with car chases, and, you know, when the first GTA came out, it was like the best game that could ever exist. So I’ve always wanted to make a game with a lot of vehicles.”
Although he was spending most of his time in Serbia he didn’t expect anything related to Switchcars to happen here. “I never thought I was going to showcase it anywhere or possibly go to any events in Europe or elsewhere. All I was counting on was the internet. I’ll just post it online, share it with other people and eventually journalists, and so on. I never expected that I would meet somebody here and that I could do something about it offline. But I did, and there were these events where I showed the game and saw other people play it. And then we also organized the trips, such as the one to A Maze in Berlin, where we went collectively, ten of us or so. And this was a great experience, we’ve all become really close friends since, and I feel much richer, now that I’m not completely on my own anymore. I feel like we are one big family.”

Switchcars at Mikser festival 2014. in Belgrade [photo: Slobodan Stević]

A Maze 2014. in Berlin [photo: Ivan Notaroš]
Being the kind of person who cannot stick to an idea long enough to actually make something out of it, it’s fascinating for me to see the level of focus and persistence Slobodan has for developing Switchcars. Sticking to a single idea for years seems impossible to me, but by talking with him, listening to all the things that were adding up over the years, I got a glimpse of what that might feel like, and I understood why this game is so important to him.

[photo: Ivan Notaroš]