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Interview by Gemma @ Juicy Game Reviews / TheGebs24
If you're in to Retro Gaming, there is a high probability you've heard of Bitmap Books. Whether you're a fan of Pixel Art, Video Game Box Art, Gaming Controllers, or in fact, anything related to the world of Retro Gaming, Bitmap Books will have something to pacify your gaming palette.
I reached out to owner, Sam Dyer, to dive in to his world; known to us as Bitmap Books, to try and understand what motivated him to conceive such incredible coffee table type books. I've been a fan for years and thankfully had the pleasure of leafing through some of the beautifully bound books myself. My personal favourite is The Definitive Book of SNES RPG's. As a huge Super Nintendo girl, I found this book satisfied my love of Pixel Art combined with some rare SNES Role Playing Games. Today, we hear from Sam Dyer in this interview: 1/ Can you tell us a bit about yourself and who Bitmap Books are? My name is Sam Dyer, and I’m the founder and creative director of Bitmap Books. I’m a graphic designer by trade, and I started Bitmap back in 2014 as a bit of a passion project—something to enjoy during evenings and weekends alongside my day job. What began as me experimenting with designs for a book about video games has, 12 years later, grown into a publishing house with more than 30 titles. 2/ What motivated you to start Bitmap Books in 2014? From the outset, the goal for Bitmap has been simple: to design and create beautiful books that celebrate the history of video games. Although I enjoyed my day job, I was often designing for clients and industries I had little personal interest in. Video games, on the other hand, have always been a huge part of my life, so the idea of creating something centred around them was incredibly appealing. After some initial experimentation, I developed the concept for our first book, Commodore 64: a visual compendium. When I began sharing early designs with the community, the response was overwhelmingly positive. That encouragement gave me the confidence to launch the project on Kickstarter—and it proved there was a real appetite for what we were doing. 3/ What sets Bitmap Books ahead over the rest of the publishers of gaming books? I think one of the key things that sets Bitmap apart is our distinctive visual style. That comes from my background in design, combined with a deep appreciation for video game art—something that has always been my main passion and the aspect of games that evokes the most nostalgia for me. Alongside that, we place a huge emphasis on quality and innovation. We experiment with unique print techniques such as lenticular slipcases, colour-coded bookmark ribbons, oversized collector’s boxes, and even slipcases with built-in sound effects. 4/ You've secured contributions from some of the greats of gaming, such as Mark Cerny. How does Bitmap acquire such contributions Building relationships and trust has also been essential. If people can see that you’re professional and committed to producing high-quality work, they’re far more likely to collaborate. I have to mention Andy Roberts of Thalamus Digital here—back in 2014, when we were completely unknown, he generously introduced me to key contacts in the industry. Without that support, it would have been much harder to establish credibility and bring contributors on board
5/ Sam, can you tell us something about projects you've collaborated on in the past?
Our first major collaboration was Super Famicom: The Box Art Collection. The author had initially attempted to launch the book on Kickstarter but hadn’t been able to complete it. I reached out and suggested that, with Bitmap’s experience, we could help bring the project to life. It was a great experience, and it marked the first time we operated more like a traditional publisher. That led to other projects such as A Gremlin in the Works. While I enjoyed those collaborations, my preference has always been to work closely with authors from the ground up, shaping a book together from concept through to completion. 6/ Have you got a personal favourite book from your Bitmap Launch? One project I’m particularly proud of is Metal Slug: The Ultimate History. We had previously worked with SNK on a NEOGEO book, but being entrusted with Metal Slug—one of their most iconic IPs—was a real honour. There was definitely pressure to do it justice, but I’m incredibly proud of the final result, especially the graphic design. The response from both fans and SNK was fantastic, and it led to further collaborations, including a book on The King of Fighters. 7/ You're very a accommodating in your approach to the gaming community. You've sponsored my content for years. What motivates you to do this? Before Bitmap, I was involved in the retro gaming community, particularly through the Retro Asylum Podcast around 2012. I spent a lot of time contributing to podcasts, design work, and the website. That experience gave me a real appreciation for the effort that content creators and community members put into keeping this hobby alive. It’s something I still value deeply, and I enjoy supporting the community wherever I can. 8/ If someone wanted to write their own book with Bitmap, what would that process look like? Where would people start? We also encourage new ideas—anyone can pitch a book to us through our website. We receive a lot of submissions, and while we can’t publish everything, I make a point of personally responding to each one. 9/ Where can people find you online? You can find us at www.bitmapbooks.com, where you can explore and purchase our books, as well as follow links to our social channels. It’s also worth signing up to www.bitmap.news to stay up to date with our latest announcements.
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