What's going on guys? Dawko back again. Hope you are fantastic today! And Welcome to the Interview with Scott Cawthon I am so, so so excited and nervous at the same time , um I'm so fricking nervous for this, um but it's going to be great I've got a bunch of questions to ask him um from all of the games So, from FNAF 1 thru to Ultimate Custom Night and the future as well So, I'm going to ask him some future updates; what he is planning. And some stuff about himself as well It's going to be a great interview! Please understand, as well, that I got a lot of questions but I couldn't ask everybody's of course. I got litterally 10,000 questions from you guys so I had to pick each ones, and I gave Scott the questions and We've reviewed them together for the ones he wants to answer ok? So, yeah! That's all that I need to say. Thank you all so much for the support and again thank you Scott for the opportunity to give you an interview. I am incredibly nervous. This is a once in a life opportunity I am so incredibly grateful for you guys and Scott as well and this franchise. Happy anniversary to FNAF; 4 years today! It's insane. So Let's go. (girly squeal) (phone rings) Hello? Scott: Uh, hello, hello hello Um if you're hearing this than that means you beat 50/20 mode and I have to do an interview now, which I'm kind of uncomfortable with but I'm gonna do it an.. Ah forget it, I'm done with the Phone Guy shtick I was going to try to keep it up for a while, but naw I think I'll end it right there Dawko: That was perfect Scott: How you doing today Lewis? Dawko: I am very scared and nervous because yknow Scott: No no no (that's 3x) crazy talk Yeah, I'm a little anxious about this too because yknow I tend to ramble with my answers sometimes. but I haven't prepared any answers for this, I'm just gonna speak from the heart and just talk about some stuff and yeah it'll be good. Dawko: Awesome because today is the 4 year anniversary of Five Nights at Freddy's. So, 4 years is crazy Scott: Yeah 4 years Dawko: We'll just get straight into it So, the first game 4 years since FNAF 1 we're going straight into that. So, the first question I'd love to ask you let's kick it off with "How did you think of the original designs of the animatronics of the original gang?" Scott: Um yknow, the main three characters Freddy, Bonnie, and Chica those designs just kinda uh I didn't really plan ahead what animals they should be. Those three just seemed natural to me for some reason. Yknow (Dawko: umhum) the only one I really struggled with was trying to think of the fourth character. Yknow who would be on the little stage kinda by himself (Dawko:yeah) and I'm trying to remember all the options that I originally was kinda debating between. I mean one of the contenders was a fox obviously, which ended up winning. The other one was a wolf Another one was going to be a beaver, but later I decided against that cuz I thought that was too on the nose from Chipper, so I decided against that. Actually if I remember correctly, I think that a beaver character was the front runner, until I finally decided against him because of Chipper and then went with the fox instead. Dawko: Yeah. So, Freddy was always going to be the original like leader instead of Chipper? Scott: Yeah Freddy was always going to be the main character. He was the first character that I made. Um it just came naturally, I didn't have to plan him out. I just knew that he was going to be a bear with a top hat holding a microphone. Dawko: yeah Yknow he was always going to be the leader of the pack. Dawko: Um the next question is How did you come up with the game mechanic? Sitting alone in an office, not able to move. I think someone mentioned about Sit N' Survive. Did that have any inspiration for that? Did any like old games inspire you for this one? Scott: Um I don't think it was Sit N' Survive. Sit N' Survive was kind of a yknow uh all of these games cough Then again I guess my mindset at the time was to make smaller games that would be a shorter experience. For a while I was trying to make these big sweeping edge EPIC games like The Desolate Hope and stuff and it was too much of a gigantic commitment that ultimately yknow they just weren't paying off and at the time I was really struggling yknow to find... yknow somthing to kinda yknow support my family and everything Five Nights at Freddy's was kinda the result of me switching to this idea of making shorter experiences that I can make a bit faster, yknow without commiting yknow two years to them. Yknow while also um... yknow making it a really robust experience. It's just a shorter game yknow? Dawko: Yeah Scott: I think that played a big part in it yknow everything is designed to where you see everything right away. Yknow, as soon as you jump in you are in the experience. Yknow? So it doesn't matter if it lasts for 5 minutes, 10 minutes, 30 minutes, or an hour yknow you are in the middle of it right away. Dawko: Did anything change along the course of making FNAF 1? Scott: Um... I don't think I had any problems. Lots of the stuff that was in there... I don't know. FNAF 1 I think was a result of all the right ingredients to be there. I threw a bunch of stuff in there and then yknow people who tested it would give me... and I don't mean my kids, I let some other people test it as well. But yknow they would give me some advice like one person said "oh I think you should leave out Phone Guy there's too much exposition" and then my mother jumps in and says "oh I don't think you should have backstory about anybody being killed yknow I don't think the game needs that" Yknow I think I made a lot of really good decisions about what to leave in yknow and what to take out. It was just all the right ingredients there so I'm really happy with that. Dawko: It really stood out from all the indie games people were playing to the time. That's definitely how it became successful. It just stood out from any other horror experience aswell so yeah. Good Job! Speaking about that exploding, Did you think it was going to get a huge reaction on the internet? Scott: No, of course not. I mean... like I said, at the time yknow I was trying to make a bunch of little games to help support my family. At the time I think I was making slot machine games and just yknow anything that would bring in an extra yknow 40 or 50 dollars a month. Yknow just trying to accumulate all that stuff up so no. Don't get me wrong, yknow that wasn't just an afterthought of the game, I put in a lot of time and effort into FNAF obviously but as far as expecting it to explode? No, of course not. Yknow I remember when I released it, I didn't get it on Steam or anything it was on a site called Desura at the time, which was more imediately welcoming of yknow anybody who wanted to post games. There are other sites that do that now, but yknow I was watching the download count on that and I was watching it kinda skyrocket and eventually my wife would come over and she'd be like "lemme look at the number lemme look at the number". She'd come over every 10 minutes wanting to see because she was just astonished at how quickly that number was going from yknow 5000 to 10000 to 15000 and 20000. It was just going through the roof by the minute! Yknow at the time I was just kinda enjoying it that evening. I was like "Well yknow this is great but yknow it'll be over tomorrow." Yknow that was my mindset. Like "Oh wow this is a big spike, everybody is enjoying it. I wonder what I'll make tomorrow." I had no idea that 4 years later I was still gonna be in the middle of a bunch of FNAF projects. Dawko: Yeah, that's awesome. That's really awesome Do you have a favorite memory of FNAF 1? Scott: yeah, yeah ,yeah I do and it's the first jumpscare for me and the first jumpscare from my two kids you know and it was all Bonnie which thrilled me because Bonnie is the only one that