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The Fun and Challenges of Building a Successful Tank MMO
Posted on February 1st, 2011 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-wargaming.mp3Or listen to it here…
[wp_youtube]LBUIK3pA8qM[/wp_youtube]
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How To Build a Game While Having Day Jobs
Posted on January 25th, 2011 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-neverbug.mp3Or listen to it here…
[wp_youtube]RZN-BN-cFZ4[/wp_youtube]
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MusiGames, The Challenges of Starting a Game Studio in South America
Posted on January 22nd, 2011 1 commentYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-musi-games.mp3Or listen to it here…
[wp_youtube]Nq7cj0CmSa4[/wp_youtube]
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Using Joyent to Scale Your Online or Mobile Games
Posted on January 19th, 2011 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-joyent.mp3Or listen to it here…
[wp_youtube]Nvt9BQAXtT0[/wp_youtube]
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A Philosophical FPS — Hazard, The Journey Of Life
Posted on January 10th, 2011 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-hazard.mp3Or listen to it here…
[wp_youtube]rBrU4x3oCf0[/wp_youtube]
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Dust Force, The Sacrifices Needed to Win the $100,000 Indie Prize
Posted on January 4th, 2011 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-dust.mp3Or listen to it here…
[wp_youtube]vabPMTwY-ME[/wp_youtube]
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NewToy has an “Indie Day”…Game Industry’s Version of Google’s 20% Time…
Posted on December 21st, 2010 No commentsHey folks,
NewToy had an interesting talk at the Austin Game Developer’s Conference…talking about the culture of their company. One thing that was interesting was that every Friday, they had an “Indie Day”…they mentioned that this was similar to Google’s 20% time…where a person could spend the day making a new/unique/innovative game.
So…one day each week, each person would be able to do something experimental/indie…
Many indie/experimental developers may say that they are doing indie 100% of the time…but I think the important concept here is…the idea of spending 20% of each week on new/experimental ideas. I’ve seen indie developers get sucked into a project…for months at a time…and during that time, they no longer explore or do interesting new/quick games.
Having an “Indie Day” each week is a good reminder to keep learning/exploring.
In the games industry…learning is an important part of the development process…and “Indie Day” helps to underscore this habit in a good way.
Anyone doing something similar to an “Indie Day” with their team/studio?
Post suggestions and comments about your “Indie Day” below 🙂 -
Developing The Point and Click Adventure Game, Dream Machine
Posted on December 20th, 2010 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-dream-machine.mp3Or listen to it here…
[wp_youtube]UyM4zAXhjes[/wp_youtube]
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Catapult for Hire = Physics Game + Comedy
Posted on December 17th, 2010 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-catapult.mp3Or listen to it here…
[wp_youtube]SvtJwc76lps[/wp_youtube]
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Why You Should Develop Games for A Mobile Social Network
Posted on December 14th, 2010 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/podcast-mocospace.mp3Or listen to it here…
[wp_youtube]3mlunc9qAO8[/wp_youtube]