TVGB caught up with Mike Monroe and Scott McKie, you know, those guys running Belief Engine from the Pacific Northwest. But wait, plot twist—they’re chilling in Japan. Why? Because inspiration doesn’t just hit you in your backyard.
TVGB: Belief Engine, 12 years in, huh? How did it all start?
Mike: Yep, 12 good ones. Kicked things off sort of by accident, and it’s been full-time since 2020. Washington by way of Colorado. Trade school called DigiPen. Funny how life steers you.
Scott: Boston was my scene—did the Fine Arts bit, then wanted to saddle that with Computer Science. Washington was supposed to be the place for that mix. Spoiler: it was pricey and my wallet wasn’t having it.
Mike: As school went on, games became my thing. Prototypes, lots of them. Experimentation was our jam.
TVGB: So, any games light that spark?
Scott: We sync on interests but also, strangely, diverge. DEAD LETTER DEPT.? That’s more Mike, but it’s all a mix, you know?
Mike: Exactly. We’re both niche game nerds, and it’s like weird alchemy when those interests collide.
TVGB: James Alcock’s "belief engine," huh? Did it sneak into your game?
Mike: Not Alcock, no. But moving, belonging, that whole “what is home?” feeling, that plays in. Friends moving, escaping bad scenes, trying to plant roots. That’s where DEAD LETTER DEPT. tugs from.
Scott: Back in my college data entry gig—yep, overnight, creepy warehouse, trains crossing nowhere. That’s in the game, minus the actual coworkers and chats.
Mike: Flow state, man. Like doing dishes—mind on autopilot. Wanted a horror game to mess with that rhythm.
Scott: Yep, “in the zone” stuff.
TVGB: What about those accidental weird bits that made it into the game?
Mike: Oh man, hidden gems from previous prototypes! Some odd codes that creeped even me out, but felt right. Like working with a haunted house—you’re terrified yet thrilled.
TVGB: First-person view, how’d you land on that?
Mike: Immersive plan, really. No third-person for me—would’ve wrecked the vibe. Plus, time’s tight, right? P.T. was messing with my brain then. No frills, no pop-ups, just post-its.
Scott: Working on Japanese language games too. A juicy blend of JRPG and top-down adventures. Culture and games? A mashup I’m diving into.
TVGB: What about game dev highs and lows?
Mike: Soundtracks and music give me life. Endless possibilities.
Scott: Designing complex systems might be my kryptonite—a fun yet treacherous path.
TVGB: Adventures in Japan?
Mike: Creepy tunnel tour? Signed up! Tokyo’s got these water tunnels. Creepy. Rust, cracked concrete, and an old PA system echoing like a ghost. Insane vibes.
Scott: Kyoto’s got character, unique house tiles and wood. In big cities, it’d be carbon copies, but here? Every house tells a story.
Mike: Kyoto to the Oni Museum sounds like an epic 90-minute hike. Maybe hitchhike a ride. Testing our Japanese, fingers crossed we survive.
Scott: Locals help, non-profit taxi style. Reservations in Japanese? Wish me luck.
So, if you’re into quirky indie vibes, DEAD LETTER DEPT. awaits on Steam. Wait for that soundtrack too, it’s a banger!