Experimental Game Dev Podcast Show
Experimental Game Dev Interviews — The First Game Dev Podcast Ever-
Listener Poll: Quality of Game Interviews or Quantity of Game Interviews…
Posted on September 29th, 2010 6 commentsHey folks,
When I go to the conferences to do interviews, I get a lot of them. I notice that some of the interviews will get a lot of folks to visit the other site…while other interviews will decrease listener-ship!
I noticed that people seem to like stories of small developers that discuss their game process, technical details, and provide financial details about their game sales, etc.
So my question to listeners is this…would you prefer I only publish the top 25% of all interviews taken? What interviews have you found most useful?
In the comments below, let me know if any specific favorite interviews from the show come to mind….and suggestions for future interviews would be great 🙂 Do you prefer video, etc?
A while back, folks mentioned having better audio quality…and I was able to fix that.
All feedback helps to make the show better.
Thanks 🙂
-
CEO of Flying Wisdom Studios Talks About Emerging Mobile Game Design Opportunities
Posted on September 27th, 2010 No commentsCEO of Flying Wisdom Studios discusses their mobile games as well as new game design opportunities for mobile games
You can download the podcast here…
http://www.indiegamepod.com/podcasts/cc-fws.mp3Or listen to it here…
-
The Perfect Indie Development Contest…
Posted on September 25th, 2010 1 commentHey folks,
Here’s an inspiring contest for indies…it’s a Ludum Dare contest…but this time, your goal is to make a game and sell at least one copy of it.
http://www.ludumdare.com/compo/2010/09/22/povs-challenge-make-a-game-sell-1-copy/This contest is great because it gets developers thinking about the overall business rather than just the game.
I thinks this idea highlights the potential of contests. I’m going to borrow from this and set up a contest for this show that is in a similar spirit, mainly focusing on getting indies to start their own successful game studio rather than just making a rough game.
Keep you guys posted 🙂
In the meantime, check out that contest…I think it offers a lot of fun and opportunity 🙂
-
Using Exent to Promote Your Games
Posted on September 24th, 2010 1 commentRick talks about how Exent can help you distribute your game to a wider audience
You can download the podcast here…
http://www.indiegamepod.com/podcasts/cc-exent.mp3Or listen to it here…
[wp_youtube]LOUAxAPF6mc[/wp_youtube]
-
Indie Game Makes $250,000 per day…
Posted on September 23rd, 2010 1 commentHey folks,
In the Steam Birds Interview we heard about how he was able to turn a month-long flash project into $40,000.
Indie Game Dev success seems to be alive and well…the game Minecraft is making $250,000 PER DAY in revenue. It looks like the game was done in Java! Who says you need flash!
I think the interesting thing about both success stories is that they pursued their passion…and they are committed to adding new content to the game…for example, Minecraft adds content each week and supposedly even each day.
Any other things you notice about the game that lead to its success? I think its interesting to wonder why some indie games make $2.50 per day and other game can make $250,000 per day!
What other reasons do you think explain the success of Minecraft vs. other indie games?
-
Using Corona To Quickly and Cheaply Develop iPhone, iPad, and Android Games
Posted on September 21st, 2010 No commentsEric, from Ansca Mobile, talks about their tool to help accelerate iPhone, iPad, and Android development
You can download the podcast here…
http://www.indiegamepod.com/podcasts/cc-corona.mp3Or listen to it here…
[wp_youtube]zwwPW49IM0k[/wp_youtube]
-
Com2US: Developing Mobile Games In Korea
Posted on September 18th, 2010 No commentsSome folks from Com2us discuss the challenges and opportunities of developing games in the current mobile market
You can download the podcast here…
http://www.indiegamepod.com/podcasts/cc-com2us.mp3Or listen to it here…
[wp_youtube]cYF_TNA7nPs[/wp_youtube]
-
Has Anyone Made A Fun Game While Not Having Fun…
Posted on September 17th, 2010 No commentsHey folks,
I’m trying to get a better understanding of the steps needed to make successful games…the last post was about how the game development shouldn’t be too long…or too short…both will lead to a “non-fun” game…
Now the question is…has anyone made a fun game while in a boring/painful state of mind. Basically, what is your development process…are you having fun at every moment…are there moments of boredom when you’re creating the core gameplay?
The games I’ve made that have resonated best with players…were games where the “fun design” was made in a high emotional state (any emotional state…as long as it was intense)…and the games that really didn’t do as well were made with the traditional linear software approach in a normal state of mind.
Anyone want to add their development experience to this…have you made any fun games…what were the circumstances during the development of the “fun” part of the game…how have games that you enjoyed making turn out vs. games you didn’t enjoy making turn out…add your comments below 🙂
-
The Benefits of Audio and Music in Games
Posted on September 15th, 2010 No commentsChristopher, from Clean Cuts Music, discusses the details of running a music production studio for games
You can download the podcast here…
http://www.indiegamepod.com/podcasts/cc-cc-music.mp3Or listen to it here…
-
Ignoring Game Development To Make A Successful Game…
Posted on September 14th, 2010 No commentsHey folks,
Here’s a pattern I’ve noticed…that some of the best/most popular indie games … most successful games have taken less then 2 weeks to make…and usually only a couple days. I’m talking about the core mechanics of the game…of course, the developers may have taken weeks/months afterward to polish the game.
This includes games like Bejeweled, Minecraft, Pocket God, and even some very profitable social games. In fact, the guy that developed Steambirds…mentioned that the core gameplay for his successful game only took a few days to make.
However, I’ve seen other situations where people “are in development”….and they may spend months or years to finish something … only to have the game flop. Basically, no one plays it or it’s not fun.
I think it’s interesting to note that billion dollar companies like eBay, Facebook, etc…only took a few to several days to develop the core concept.
I now have a clearer development philosophy…basically, set a time limit of only a few hours/days to finish a basic game. If I do not finish in that time, throw it away…because it’ll probably fail anyway. Also, you need to feel emotion while developing the game…you have to infuse some passion into the game anyway…maybe that’s why month-long/year-long games don’t work. Because over the course of that time…you are infusing logical energy into the development and that kills the potential of “fun” in the game.
Btw, this development philosophy exempts sequels and clones…because if a company is making a sequel or clone that is a rehash or revision of the original idea….well…the original idea was already successful…the “fun” was found…and so making development an engineering issue is alright in that case.
here’s the summary…
when looking to do creative development…too much time or too little time will kill the chance of success…you need to find the right time…usually only a few days…and work with that. If it doesn’t work by then…kill it, move onto another prototype/mini-project…maybe revisit the idea again in a few months/years.Any thoughts on this development perspective 🙂