Meet Bisong Taiwo
Bisong Taiwo is a multi-talented creator. He is a filmmaker, systems developer, and designer of the positively reviewed cozy strategy game: Sainthood. Join us as we discuss his journey from Nigeria to Canada, his family, community, and the pursuit of excellence in his creative endeavors.
Buy Sainthood (Xbox, Steam, IOS, Android)
https://www.sainthoodgame.com/
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Welcome to Faith Forms. Today I'm joined with Bisong Taiwo, the creator of St. Hood. It's a cozy strategy game about serving your community and growing your faith. Welcome.
Thank you, Brock.
Yeah, I'm a big fan, so I'm happy to be here.
Awesome, so I wanna talk about St. Hood, but first I wanna hear about you. We've never met before and I'm super excited to hear your story and just get to know you.
Right, well, it's not a particularly interesting story, but to compress the time short, basically I was born and raised in Nigeria to lovely parents. My mom is Catholic and my dad is Baptist.
And so I grew up in a religious household.
I've always gone to church on Sundays, as usual. And then at 18, I moved to Canada for university and I studied computer science. I've always been into video games and movies and cartoons since I can remember.(...) And I always used to make, I think I started with cartoons first, with the flip pages in my textbooks. So I would draw these little stick figures and I would flip the pages and we'd get to see these animations. And then I moved on to Flash. At the time,
actually, somebody brought a laptop, laptops were forbidden in school, but somebody brought a laptop to school, in high school, and showed us this Flash animation.
It was called "Jiao Jiao" at the time. And it was these stick figures that were fighting very, very popular Flash cartoons. So I was really inspired and I downloaded Flash and I was animating my own little cartoons. Then I discovered that Flash had a programming language built inside called ActionScript.(...) So then I started learning that and using that to make games.
So then convincing your African parents that you want to go to school to study game design or to study cartoons, it's not happening. But because programming was used to develop games, I decided, okay, I would study computer science, which my dad was a huge fan of technology and that was the future and all of that. So that's how I got into computer science. So I came to Canada, 2007,
and I've been here ever since and just making little games on the side. The animation didn't really work out so well because I think I just hit my drawing skill limit.
I think I had the timing for animation
maybe 70% of the way, but my drawing ability just wasn't good enough. So I decided to switch to live action filmmaking
and I started making short films.(...) Some of them played at local film festivals. I won an award here and there.
My latest actually came out last year, it's on Prime. It's called Mary's Way of the Cross. And it's like this very stylistic black and white reimagining of the mother of Jesus's headspace while during the passion.(...) So I veered more into religious filmmaking(...) and I guess my mantra is just,
it's kind of like,
okay, first of all, I know Christian media kind of has a bad rap and the video episode, the podcast episode of The Earth That I Liked was,(...) I think it was titled Why Christian Media is Bad. You had like four panelists. So that was good because that's like an area I really want to specialize in and focus on in making these religious content that is explicitly religious, but also of a quality that surpasses or just matches the stuff that have come before us. So then I've been kind of been doing the film stuff for about five or so years,(...) or maybe seven years. And then in 2020, when the pandemic hits,
I decided to make Sainthood just because I thought, okay, so actually the reason I flipped back into games, I used to make games from around 2013 to 2016. I worked at a small video game independent company,
but I had to leave because man, the hours were crazy. Like 26 hour days.(...) It was insane. Yeah, for three years. And it was just crunch time all the time. That was the regular work hours. And the pay wasn't that great. So I left and I joined a payroll company developing financial software, not as exciting.
So I was making my own little games on the side on mobile. They didn't do too well. They were kind of just average,
six over 10 passable stuff. Didn't really catch fire or anything. So I couldn't really make a career.
(...) Yeah, go ahead. And were those like your first games that you were
worked on? Yeah, those were the ones that I commercially, well, with the intent, they didn't really sell anything, but with the intent to make money.(...) I published on Android only because iOS has had its set of complexities that were just... A lot of hoops.(...) A lot of hoops.
So in 2016, I kind of just gave up on making video games. I'm like, the same way I gave up on animation. I was like, I just don't think I have the talent to really move this forward. Just gonna focus on my career, make this live action films on the side because that was kind of gaining traction(...) with the little festivals.
And then somebody mentioned to me that I should try to do the filmmaking thing as a service. So I figured, okay, how can I make filmmaking as a service? I can't really shoot commercials
because I don't really have the resume to do that.
But then weddings came along. And so, yeah, I started shooting lots of weddings and there's a lot of money in that, to be honest. You could make a career out of that.(...) So that was fun up until... So then I made the mistake of... It was a good experience, but I wouldn't recommend it. I shot a feature length film. Oh, wow. Okay. Which I think is also on Prime. And it was like fully funded by credit cards. Like, don't do that. That was a bad idea.
Anyway, so I did that, racked up a lot of debt. And I'm like, that's not too bad because this was 2019.(...) Because I would just use the weddings to cover the expense.
So my plan was I would go to the wedding show was this big convention, you pay for a booth
and you sign pretty high profile clients. So that's what I did. It's usually in January. So I said, all right, January, 2020, I'm gonna go for the wedding show. I blazed all this money on marketing materials and I got the booth and everything. Went for the show. I got about 15 to 20 clients. So I had about like 35 grand, which was enough to cover the budget for the feature.
And then COVID hit in March.
(Laughing)
So yeah, that kind of, that devastated the wedding industry. It just destroyed many, many, many businesses shut down. Many wedding dresses,(...) wedding dress businesses just died. So I'm like, all right, well, that's kind of a problem.
Then around the same time, the same year, that summer in July, I think,
George Floyd died.
And that kind of triggered this crazy wave of,
how do I put it? It kind of bled into Canada in terms of media representation.
And so because of that, grants just started pouring out. I don't know, it's just a lot of money. So I'm like, all right, I'm gonna take advantage of this. And so with all the grant applications,
I was able to cover that cost. And then I was able to make a few more films. And then I was able to just work on this. So this game started its life in February, I think.
And when you say this game, "Sainthood"?
"Sainthood", yeah. I was kind of just working on it in the background. It wasn't meant to be a commercial thing. It was just, I just wanted to just make, like the creativity above just doesn't go away, right? No. So yeah, it was just a thing I was working on. But anyway, that's how I managed to survive the last five years, plus my financial software development job.
Wow.
There's so many things I wanna dig in there.
The first thing, I just wanna double click on Flash. That's exactly where I got a lot of my experience. So I came at it from the art side. I grew up in a really small town here in Iowa and was into technology, but I never really knew about, nobody programmed or anything. So I thought I would get into video games through 3D art animation, a lot of similar things.
But eventually I kind of hit a wall too with animation. And I think I just didn't like the tediousness of the key framing and all of that. Yeah.
But Flash was such a beautiful tool.
It was. You could make anything in Flash.
So let's see, what version did you,
were you in ActionScript two or three?
I started way back in the day when it was still owned by Macromedia. Oh, yep.(...) So I started with ActionScript two, where you could just,
the scripts could be on the objects themselves and you would like literally code the scripts on the, so like you would draw a shape on the screen and then you would attach the script to that and then you just code on that object. Then in ActionScript three,
that was around, I started because I was also in school, I just graduated from,
oh sorry, I just got into university and we're learning about object-oriented programming, and separating your classes and proper structured programming. So with AS3, I was able to properly define my classes and separate my concerns and just do things a little properly, which I don't think I would have,(...) I think I developed some bad habits using AS2, to be honest. Because I was in school and school was kind of going this way, like this is the convention and programming standards that you should follow. And with AS2, I was just like, just coding on the objects, like which you really shouldn't be doing, so.
It's hard to maintain, that's for sure. It is, yeah.
So I also wanna hear more about your parents. Like for my parents,
they saw that I had some giftings that got given,(...) but they weren't artists, they weren't super into technology, and so they were supportive,
but it also at some points, they just didn't understand. I'm curious if that is similar with your parents.
Yeah, so I'm not unique in that case. If you ask any millennial African about their parents' relationship with the arts, it's not gonna be good. So my parents,
I think I was just fortunate that you make games through programming.(...) And so my dad has always been a huge fan of technology.
And so he was excited when I said I was going to study, I didn't say I was gonna study computer science to make games, I said I was just gonna study computer science because computer science has a very wide,
has many applications. So I could get into any industry with computer science. So he was happy with that.
Were you secretly hoping that you would do games at some point or?
Who, me? Yeah.
Oh, my plan was to go into games. Okay. That was the plan. I had no interest in any other industry other than, like I used to watch,
I've been watching video game creators on like Xbox magazines and PlayStation magazines. And like, that was the dream job. That's exactly what I wanted to do. So again, I was just, it just so happens that you get to make games. And I knew I wasn't a good artist. So I wouldn't even have been able to get in through
the arts programs or like to get a job in the industry through my artistic skills. But I knew with programming, that's just something you can learn. You don't really need innate talent for that. So you can learn it. And it's the same thing I found with live action filmmaking is that you can, if you study it and you practice long enough, you could make something decent as opposed to if you can't draw or if you can't sing, you know, like you just can't.
So from your filmmaking, what have you brought into your game making from those experiences?
Vibes.
That's, I think that's the only way I think, I guess you could call it creative direction.
But I think there's a particular vibe that I'm just looking for that I just know it when I feel it. And I think based on the comments that I've seen
on the game,(...) is that it has kind of verified that, okay, I think if there's any kind of talents that I have, I think I know how to nail a vibe.
Yeah, it has a very strong art direction for sure.
Yeah,(...) let's dig into that a little bit more. Did you create all the 3D art and stuff in it?
(...) I am not an artist. Okay.
So it's the, all the art actually is a combination of many things. So the characters that speak to you are drawn by a friend of mine who's credited in the game. Her name is Shadi.
And, but then the portraits of the saints, those are done by another guy, whose name is Raphael.
But then the 3D arts is mostly from the asset store. Okay. Like the Unity asset store. And then I applied some like post-processing, I love post-processing, so lots of color grading,
depth of field.
There are just a lot of little, little things that you add to kind of synergize everything and make it look nice.
So are your artist friends, are you like part of a community up there in Winnipeg?
No,
not at all. It's international, the girl is like between Nigeria and the US, not sure where she is right now, she's all over the place.
I also got some programming help as well for my brother who's 45 minutes down out of the city.
And then some in Nigeria. So it's kind of just the mix of,
I consider them,
or at least like in terms of the workload, it was more like contractors. So it was like me just at different stages of the project, I would just call up somebody and say, "Hey, I need a tool to let me design stuff and have X amount of cash I can pay you." And then we'll work on it for three months and that's it. And then they move on.
And how long did you say it took you to make it?
So because of the way I worked on it, where I would go like six months without touching the project at all. It was really a hobby that I was just tinkering with from 2020 February until, I wanna say,
2024 maybe.
And then it got the attention of,
well, it didn't get their attention. I submitted to Microsoft.
They still have a developer acceleration program.(...) So I submitted it for that and it got in and so they gave me some cash.(...) And then I was like, okay, this is kind of serious now because now I have to release the game,(...) but I also have to release it on the Xbox family of consoles. So that's the Xbox,(...) the Xbox One, the One S, the One X, the Series S and the Series X.(...) So that was interesting. So that's when I called up my brother and said, "Hey,(...) I'll give you a boatload of cash.
If you can just take care of all these ports for me." And he came through and the game runs on all the systems like flawlessly.
Well, that's awesome.
So he's also in software development. Yeah, yeah.
He makes, he was smarter in his approach to his area because he makes like twice as much as I make as a software developer because he doesn't really do, he doesn't do the game thing on the side. He just focused on his career.(...) I'm kind of just flip-flopping between like my career, my video games, the films, I'm all over the place.
No, I get you. I'm right there. I love following just my creative passions and it's the ebb and flow and I could have made way more money if I could do business software or something, but I just mentally can't do it.
God's just built us a certain way.
Yeah,(...) you know, it's interesting. I've told myself that, look, I got to stop this and spend a year and just like fire ahead and learn some LLMs, learn how to develop that kind of thing. And then like two weeks into it, I'm like, "Oh, I just can't.
I just can't. I'm back in. It's like this pool or I don't know what it is." But yeah.
(...) So I want to dig into your game a little bit more. It's a cozy strategy game. Do you play many cozy games?
Not many, but there are a few of them that I've caught my attention.(...) So the first,(...) I don't even know if I'll call this, if many people call this cozy, but I do. The thing that actually inspired the main mechanic, which is delivering packages to people on the island is Death Stranding. That came out in 2019 and it was such a strange game. Nobody really knew what to make of it at the time. They didn't know whether it was a walking simulator or a,(...) well, I guess that's really what it was or is.
And so, but the idea, the thematic idea that you would deliver these packages to connect
the United States of America was very compelling to me. I'm like, that's a really interesting theme. So I wanted to build a game where you're delivering packages and just helping your community.
That was the first idea. And then it kind of slowly evolved into, because I had this other thing of, I want to make religious explicitly religious content that is high quality. So how do I bring my faith, like mechanically, how do I bring faith into a game like this, right? I'm like, okay, how about you just pray?
And that's exactly what I did. So that's really the essence of the game. It's praying, like building your faith and then serving your community.
How long is the game? It's not long. It's not long. How long is the game?
It's not long. It's about a couple of hours.(...) Although it's interesting. I've looked at some of the steam reviews(...) and some folks have like 13 hours, 20 hours. Like, what are you doing?
Although I did add, I added a prayer mode where you can pray the rosary.
So maybe I don't have any like analytics in there to see if that's what people are doing, but I don't know. I don't know how people are spending more than a couple of hours.
It's got positive reviews. What kind of things are people saying?
Well, not to toot my own horn,
but I can say,(...) so the biggest thing that I wanted to test was,
is it even, is it possible for a game like this to exist? Because, you know, you search around and you either find
parodies, like Christian games, right? You either find parodies
or you find strategy games where
it's kind of used as a, it's just a tool for maybe conquering or dominating the playing field, right?
There are many games, there are many games(...) like Frostpunk, for example, I love Frostpunk by the way. It's like a survival strategy city builder.
And one of the end game things you can do is enforce a new religion. Like everybody has to follow it or else.
So that's, I'm like, is there a way to just make faith just be like about helping people land, like growing your own spirituality,(...) as opposed to just using it either as a tool for conquering or as a parody or whatever.
So that was the first test. And then the second thing was, can it be of a good enough quality that people don't just dismiss it or laugh at it or say, yeah, it's good enough for a Christian game, you know, throw you a couple of bucks here.(...) And what I found in the reviews
is that it passes both tests and like it really passes them. The scale isn't like, I haven't sold a million copies.(...) So maybe that would be the ultimate test.(...) But for this niche test on Steam and on Xbox, two different player bases. Yeah, very different.(...) I don't know any of these guys, you know, it's not friends and family. They don't owe me anything. They don't have to leave nice reviews. And like the reviews just keep trickling in and people keep buying it. And I see random playthroughs on Steam, on YouTube.
And like secular people like the stuff too. They're like, is this real? Like, is there a, is this actually a religious game or like, and then you see in the comments like, yeah, this is really a religious game and it's actually not bad.
So that's like being, it's the best thing to see so far.
I'm curious in the process of making it, what did you learn and like, how did God grow you through that?
Yeah, you know,
I learned that it's, you have to compare because nobody, you have to treat the product like,(...) the consumer doesn't owe you anything, right? They don't, just because you're Christian,
doesn't mean that you can get a pass with the Mediocup product.(...) And the thing that I learned is that in the past,(...) like I'm Catholic, right? I like to look at our history of in the arts. I mean, we've got a lot.
(Laughing)
Like there is no excuse in 2025
to not meet that standard, right? They're just isn't. So if we're still talking about sacred paintings today and Gregorian chants and poetry and sculpture and cathedrals,(...) I mean, like,
there's just no excuse.(...) So that's kind of what I learned,
like while making the game is just to pretend like this was going to be in a Microsoft showcase.(...) Like how does this have to look to be in a Nintendo, indie partner showcase, if you watch one of those things.
And so I would just, I would have a video of the cozy games that make those showcases and I'll have my game and just see how it compares. And it's the same thing I do with films too. With my last film, cause I shot it in black and white,(...) my target was this film, it's called "The Lighthouse".
It's a very strange, I watched lots of strange films.
Yeah, I've watched it.
Oh, you've seen "The Lighthouse"?(...) Yeah, "A Rolly and the Co."
Yeah, yeah, I love it. So that was my target reference. I just had that there and I put my film, "Neroes We Are The Cross". And I'm like, does this come close? Because at first glance, people should just come in and be curious about the product for its own sake.(...) And then be surprised that, wow, this is actually a religious thing. This is a Catholic thing, wow. So that's what I learned over the course of these five years.
If someone plays the game, is there anything you hope that they walk away with?
Yeah, I mean, cozy games in general are meant to be the games you go to after a long day at work. Just put it on, you relax.(...) There isn't a lot of pressure. Although in my game, it's a little,
there is some pressure.
Oh, yeah?
If you don't, there is, yeah. Because if you don't, there are,
faith points target, there's a faith point target and there's a charity points target that you have to meet by the end of the game. So the game takes place over 33 days.
And if you don't meet those targets at the end, the ending that you get is from what people have said and from the streams I've seen, it's pretty devastating.
Less than cozy.
Yeah, it's less than cozy. It's hilarious when people play through for the first time and they don't get it. They're just like distraught. I find that super hilarious.
But then inside the game itself, because there isn't enough time to do everything. So you really have to, it's a strategy game, right? So you really have to plan your day and plan how you're going to use your energy and how you're going to move around the map. Because moving around the map also takes time.(...) So there's a little bit of pressure there. Whereas in a game like unpacking,(...) you can take as long as you need to unpack your boxes and decorate your things. And so in that sense,(...) perhaps maybe I fall short a little bit of the cozy thing. But based on the reviews that I've seen,
I think just the vibe of immersing yourself in a worldview that is religious. There's a beautiful church there, you know, with the large cross, you can pray.(...) That feeling of just the immersiveness of it and the music,
and because it's turn-based, if you don't move,
you don't, like time doesn't pass. So you can really just sit there and be still(...) and just be in the moment. And so I've noticed a lot of people love that. A lot of people love the writing. The writing is very charming. I wanted to create a prioress. A prioress is the head of a convent, the female head of a convent.(...) And typically in movies, she's usually like straight and hardened. And so I'm like, okay, well, let's create a prioress that isn't that. Like I know a prioress. There are Nigerian nuns here even, and I've spoken to them and they're very bubbly and very sarcastic and witty. So that's what I did. And people respond to that. They really like that. It's a breath of fresh air. So yeah, that's what I think, that's what I want them to come away with. And I think that's what's happening.
Yeah. I'm curious, you have a game about serving and growing your faith in your community. What is your own community like?
Right, yeah. So that has many definitions because I'm an immigrant, right? So just because I'm in Canada doesn't automatically mean I've left my folks in Nigeria behind. So I have a community there.
I have a community here in Canada as well.
Different races, different faiths,(...) right? Because like Nigeria is a multi,(...) well, mostly two faith country.(...) So at the top half is mostly Muslim. And at the bottom half is mostly Christian.(...) And where I grew up is kind of like, it's Lagos. I grew up in Lagos. And it's kind of like I would compare it to(...) maybe Toronto or Vancouver. Or New York is like a mishmash of people from all different places.(...) So you get to interact with, you know, Christians and Muslims and get their different points of view. And in Canada, that diversity is even bigger, right? Because now it's people from all over the world. There's Indians, right? Who have their own religion.
There's the Philippines. We have lots of Filipinos here.(...) So just lots of different folks that you interact with. When I go to church, man, it's like the rainbow.
I don't mean that in that other sense, but like I just mean there's people from every different nationality at my parish. So it's really cool that my community is that diverse because the more, it's interesting. It's kind of been used in a negative connotation, but the underlying truth of the matter is that
the more you interact with people of different philosophies, let's say,
the more well-rounded you can construct your own philosophy. Like I'm a better Christian because I'm able to interact with people of other faiths and like really test my own knowledge and like why I believe. I'm not a Christian just because I grew up in a Christian household, right? I had to go and really do the research and read the history and study all of these things. You really saw it define my faith.
Yeah, it's your own, yeah.
What's next for you?
That's a great question.
Well, it depends.
I'd like to focus on my career.
But so right now, okay, in my immediate future, I'm working on updates for the game. So right now it's on Steam and Xbox(...) and I'm working on an updates or a release actually for Android and iOS.
And the pages are live now for both Android and iOS and they'll be coming up pretty soon, as soon as I sort out some things.(...) And yeah, I'm just gonna be pushing out updates for the game and on the film side, I got commissioned
by local film group here to make a film for a big event that's coming up.
So I have to-- Oh, congrats.
Yeah, I have to get that going.(...) And yeah, we'll see whatever the Lord brings to my table after that.
(...) So now that the game is out and it's doing well, what have your parents said about it?
My parents are proud. See, that's the thing with African parents, right? Like, they chastise you throughout your growing up years and as soon as you hit some kind of little success, they're like, "Ah, yeah, this is my son." And they brag to all their friends and all that stuff. So they're really happy about it. My mom was just asking for links to my two projects, like the film and the game. And so I already know that's because it's probably going out to a circle of friends or something. So they're really happy.
Awesome.(...) What about, I saw that you and I, I think we're both connected on the Emladris server. Have you been able to plug in much to the community or?
Yeah, yeah, you guys are great actually.(...) It's really, it's the first time I've joined a community that has real working professionals in the industry.(...) That also happens to be Christian and lots of different perspectives too, because some folks are following the,
let's call it the CS Lewis and token routes, right? Where it's like, yes, you can build great products that are not explicitly Christian, but the underlying themes are Christian in themselves.(...) And of course that's a phenomenal route to take because CS Lewis and token did it perfectly and almost to perfection actually.
The reason I'm going this route, okay, so just speaking of the Emladris community, I mean, it's perfect. I love being there, I love posting on there and I love reading all the chats and there's the big events coming up.
So I'm excited for that. Hopefully there's a online way to join, but that would be awesome. But I was just gonna say that the reason I'm looking at it from the explicit religious angle is just because, well, we have a tradition and a history of doing that successfully. And I think, I don't know what it is about video games that on films to some extent, I think recently,
products,
film and TV like The Chosen and House of David,(...) they're really proving their worth. And there's the animated stuff too, there's King of Kings that just came out. Injo Studios is doing some good stuff. So I think on the film and TV side, like we're pretty much there and the box office is really showing it. But on the video game side, like, I don't know. There's just, I don't know if it's because it's difficult and so it's just seen as more risky
or like it's because it's too expensive. I don't really know what it is, but I think if we've done it in paint, if we've done it in every other media format,
I don't see why it can be done in video games as well.
So I'm just gonna give it a try. For sure, yeah. I think we're getting there. Obviously we're trailing the other arts. I mean, and just,
I mean, our art form trailed it anyway, just timeline wise, right? Yeah. Film had a good headstart before games were everything.
But yeah, there's been some, I guess, higher profile failures maybe, where like,
where some ministries and stuff have invested good chunks of money and they just haven't like proved out for various reasons.
I think we're definitely gonna get there though.
No, it's tough. Like it's a lot easier for a video game to crash and fail prior to even being released just because with the film, once the script is done and this shoot is scheduled, like it's really just following the pipeline.
With the game,(...) like even if you're able to build good software where it works and stable, doesn't mean it's gonna be fun. It can still be boring.(...) So that's the extra challenge that you have with game on top of building a good and stable product, which is just phenomenally difficult. So yeah, it's a hard business to be in.
Well, I'm so thankful that you are in it. And I haven't had a chance to play your game yet. I've been heads down, just work stuff in the season. So I haven't been playing any games, but I'm gonna pick it up and it looks awesome. And I'm so glad that we were able to connect today.
Yeah, this was fun. Like I said, I'm a huge fan of the podcast and I hope you keep making more episodes more frequently.
I hope to.(...) Again, it's just a very busy season and it's kind of one of those things(...) kind of like your filmmaking and game stuff. It kind of ebbs and flows depending on
what's going on in my life. I've got six kids and various things going on.
So, but yeah. Yeah, I can't even imagine. I have two kids and I've already lost all my hair. So I can't even imagine what it's like for you.
But the way I think about it is like,
if I have like 30 years left, let's say,
I don't know, over the course of 30 years, I just keep producing stuff. Maybe it'll be something. I don't know, but that's my hope. I really enjoy talking with people. I really enjoy just getting people's perspective on how they integrate their faith with their craft and just exploring what it means to be a Christian making games.
You know, it's interesting what you just said with the timeline that you have left. And it's something that I think about often because a lot of times we tend to think that we are the protagonists of the story, right? And I've accepted that if "Sangthood" is the only game that I get to make(...) and perhaps it becomes the thing that inspires the next generation or 20, 30, 50 years from now, somebody finds this hidden gem somewhere and then they're inspired to create the next big thing.(...) I think I'm okay with that. I've played my parts, I've done what I've set out to do and it'll be nice if I could grow this as a business and make many games, lots of saints throughout the 2000 year history, you can make many games in many different genres and there'll be a big market for that and it'll be great. But I think it's just important to realize that a lot of folks whose works we enjoy and appreciate now did not live to see that glory. So it's just something I think about often.
Yeah, I'm just so thankful that as a kid, I fell in love with games and it's the only thing I wanted to do and it sounds like same thing with you. And I'm just so thankful to God that I get to do it. Like what a gift that is, just.
Yeah, yeah, I agreed.
Well, awesome brother. And I pray, I don't know what God has in store for you in your career, but just keep putting out good, beautiful things.
I appreciate that man. Yeah, one of the things,
I think it's Bishop Baron or it might just be a traditional scene is that it's all about the good, the true and the beautiful. And so I think if I just stay true to that and embody that in my work, then I think I'll be on the right path. So we'll see what God has in store for me.
Amen to that. So we're gonna have links for everybody in this episode, but where should people go to check out "St. Hood"?
You can go to sainthoodgame.com. Sainthoodgame.com. It's got links for the Steam, Xbox,(...) iOS and Android.(...) And you can get as many copies as you can, share with your friends and like, let me know, like leave feedback, leave reviews. Like, let me know if like what you'd like to see(...) or just how you feel about the game.
Awesome.(...) Well, it's been such a pleasure to talk with you today.
Thank you. This was fun.
Thanks so much, Brock.
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