The game we are referring to marked the embryonic stage of Layers Deep, one of the many experimental projects that Josh was eager to embark upon. Yet, this time, even Josh could not have anticipated that it would catapult him into an extraordinary, beautiful, and exhilarating odyssey—one that would forever transform both his personal and professional life.
The Interview
Hello Josh, welcome aboard. We’re delighted to have you here with us. Before we jump into discussing Layers Deep, we’d like to begin with an introductory question to explore your background as an artist and animator. Could you share more about yourself, including what sparked your passion for gaming and what drove you to pursue a career in game design?
I’ve always been both a gamer and an animator. My animation journey began back in 2014 when I started posting my work on Newgrounds, which has a strong community not only for animation but also for gaming. It was a natural environment for me to explore both passions simultaneously. However, for the longest time, I believed game development was beyond my reach. Coding seemed far too complex, and I never imagined myself capable of mastering it.
It wasn’t until I landed my first major studio job—working on TV shows for networks like HBO and Netflix—that I felt the need for a new creative outlet. Animation had always been my hobby, but once it became my full-time job, occupying eight hours of my day, I found myself coming home with leftover creative energy. I wanted to dive into something fresh and challenging.
That’s when I discovered Brackeys tutorials and the captivating devlogs of creators like Thomas Brush. Watching them demystify game development was eye-opening; I was immediately hooked. It became clear to me that game development had evolved—tools like Unity had become more accessible—and I began to wonder if this was something I could realistically pursue.
So, I dove in. The more I learned, the more I engaged with the game development community, and soon I made connections with developers. Eventually, I partnered with a coder named Eric, and we started developing a game on the side while still working our regular jobs.
Then, as I mentioned earlier, the animation industry began to shut down. The studios I had worked with either closed or have been dormant for years now. It was at that point that I decided it was time to shift gears and commit to game development full-time. We had a project in the works, and I had confidence in its potential. After years of balancing both careers, game development finally felt like a tangible and exciting new path—one that was no longer just a side project, but something real and full of promise.
Your artistic journey began as a professional animator—a craft that could be considered almost a calling, seemingly innate to your being. Over your career spanning more than 6 years, you have contributed as an animator to TV shows on streaming platforms like Netflix, Hulu, and Adult Swim, in addition to being a key figure in the animation of the series Godspeed, demonstrating your extensive experience in the field. Our question to you is: What does animation mean to you? How did you first venture into it? And importantly, what unique traits and qualities, beyond inherent talent, do you believe animators must possess today to excel in their craft?
Animators today undoubtedly face significant challenges due to the current state of the industry. I’ve had the opportunity to speak at several animation conferences, particularly to college students, in an effort to motivate them and encourage them to stay focused on their craft—despite the industry’s struggles and the increasing focus of executives on AI over human talent. Many of these executives seem to be betting on AI over human creativity, but I truly believe that, in time, that gamble will fail, and they’ll come back seeking out real, talented creators. But, realistically, it’s going to take time before that happens.
When I first began my journey as an animator, the landscape was quite different. I don’t know if you’re familiar with Game Grumps, a big Let’s Play channel—they were huge back then, and still are to this day. I initially started animating just for fun, making fan animations to post on YouTube. At the time, platforms like YouTube and Newgrounds were great for animators; it was actually possible to build an online career through animation alone. That’s far less feasible now, although not impossible—it’s just much harder. Initially, it was all about having fun with web animations. But as I became more serious, I chose to pursue a career in a studio setting, and that’s ultimately what set me on the path I’m on today.
As for the unique skills an animator should have, I believe one of the most important is an innate curiosity about life—people, animals, how things move. You need to become almost obsessed with how characters express themselves. It’s about paying attention to the tiniest details—like how a person walks their dog, how their body fights gravity and stays balanced. That’s the kind of quirky curiosity you need to have as an animator.
Many game developers, on the other hand, often approach animation as secondary—they’re primarily coders or artists who animate their characters out of necessity. But I think games like Cuphead or Souls games show just how transformative animation can be when it’s given the same level of dedication and passion as coding, art, or world-building. When animation is treated with that same reverence, it elevates the entire gaming experience to something extraordinary.
So yeah, that’s my (slightly long-winded) answer! I hope it touches on what you were asking!
Three years ago, you left your job as an animator to channel all your energy and effort into one of your greatest ambitions: creating a video game from scratch as a self-taught developer, without any prior knowledge of game design. It was an extremely courageous choice—some might even say reckless—but it was about following your dreams and the passion that has always been a part of you and filled your days. Thus, you and Eric embarked on this odyssey, founding your own video game studio, Tall Order Games. Can you share what motivated this bold decision and why you chose Eric as your partner in this venture to create your first video game? What is your relationship like, and how did you two meet?
I’ve known Eric for nearly 10 years now. We first crossed paths at a Newgrounds event back when they used to hold annual gatherings, and they’re starting to bring those back again. It was at one of those events that I met Eric, and we immediately hit it off. Eric is one of those multi-talented individuals; he started as an animator and artist, later attended design school, and eventually became a coder and web developer. He’s one of those rare individuals who can dive into something new and master it almost instantly, which I’ve always deeply admired and respected.
Over the years, we collaborated on a few smaller animation projects just for fun, but we had never tackled anything on a larger scale. We had discussed working on something bigger plenty of times, but it wasn’t until I lost my job in the animation industry that we finally made the leap. At the time, I had been working on a game, and during one of our regular calls—where we’d typically play games and discuss our projects—I showed him what I was working on. I asked, “If you could improve this, how would you do it?”
Eric, along with our mutual friend Fred, suggested scrapping the game entirely and rebuilding it from the ground up. I thought their idea was brilliant, so I proposed, “Why don’t we do that together?” Eric immediately agreed, and we began working on it. As the project progressed, I realized we might be able to secure funding and make this a reality. That’s when we really locked in and pushed the project forward to where it is today.
What prompted the creators of Layers Deep to envision a humble, anthropomorphic, sentient onion the undisputed star of their game? We spoke with its visionary creator, lead artist, and head of animation, Josh Chambers, to find out.