Experimental Game Dev Podcast Show

Experimental Game Dev Interviews — The First Game Dev Podcast Ever
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  • Podcast Interview: Aquaria Developer and 2007 IGF Grand Prize Winner

    Posted on January 29th, 2008 IndieGamePod No comments

    Alec, from Bit Blot games and TIGSource Forums, talks about the journey from starting out as an eight-year old kid indie…all the way up to developing the 2007 IGF Seumas McNally Grand Prize Winner game…Aquaria

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/aquaria-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/aquaria-podcast.mp3

    Here is a short video of Aquaria…
    [youtube=http://www.youtube.com/watch?v=G40cXjcz-9c]

    Show notes:
    0:00-5:00
    Introduction, from Bit Blot Games
    Talks about playing games as a kid
    Got a programming book and worked on small games
    Biggest game worked on was an RPG that would get restarted every few years
    Got into indie scene as a kid. Then did some work for small indie studios
    Not-so-great feeling when certain games got cancelled
    Worked on a casual game with someone else
    Worked on a game with girlfriend…an underwater adventure and eventually would be a precursor to Aquaria

    5:00 – 10:00
    Finished the game and wanted to see how to sell the game. But was not too interested in the marketing aspect.
    Was on Big Fish Games.
    Feels that marketing flows from a quality game
    Started a freeware team in high school
    Team management experience in high school.
    Vision to start own company and do games
    Didn’t feel inspired by the quick 2-month game finished
    Sat down and came up with changes in development/quality process for future games
    Came out with a prototype that was the seed for Aquaria

    10:00 – 15:00
    Continued working on it after meeting up with a new partner, Derek
    Met partner after doing music for a parody game that Derek was working on…
    Worked on Aquaria
    Had to revise game 3-4 times … and iterated to get it done
    Game was inspired by Action RPG genre
    The story was boring when replayed it…so had to redo story
    The importance of story to gameplay
    The value of story in games…being able to enhance the experience
    Graphics changed through the iterations

    15:00 – 20:00
    Music changed during iterations; had a composer. Then wrote some music by himself…then changed that to be more unique.

    Sent to other game developers to get feedback during play-testing phase

    Food system added in a later iteration.

    The IGF Submission was the one with pure gameplay.

    20:00 – 25:00
    After played it, felt a little empty.
    So added more characters and items.
    Cooking system towards the end
    Support/side system that gives you power-ups
    Pressure of being told to release early
    Knew that if released game early, it would be terrible
    Last 10% takes longer than 90% of the game
    Pressure to get stuff ready was challenging, had to submit to IGF in December 2006…and had to debug some major issues
    Had a lot of interest, so making a great game…it was enough marketing to make a game a success

    25:00 – 30:00
    May do advertising in the future for the game, not sure
    Wants to make a special boxed version of the game…as a collector’s item
    Wants to make a soundtrack CD later on
    Have a mac version that is going to come out soon
    Subtle hints about the next game
    Talks about doing a game that can hit a broader audience
    Not necessarily a casual game, but something that is accessible to most folks

    30:00 – 35:00
    Top 3 lessons from Aquaria
    Feels more confident now
    Feels more relaxed
    Feels better with partner….works well with Derek
    Thinking about sending prototypes to testers and other game designers more early in the game design process

    35:00 – 40:00
    How definition has changed from an 8 year old to IGF Grand Prize winner
    Since won IGF Grand Prize, more confident about abilities
    Indiegamer.com and Gamedev.net as references for indies
    forums.tigsource.com … enjoys the feedback section there

    40:00 – 45:00
    Community Projects at tigsource.com
    Game competitions at the site too
    Talking Online vs. going to GDC
    GDC was cool because met folks doing games as a living
    Skype every few weeks with various game developers
    Favorite Indie Games…
    Mr. Robot
    Chocolate Castle

    Some freeware stuff is nice

    45:00 – 50:00
    Where he sees the future of Indie game development going
    Top 3 lessons learned so far being an indie…
    1) Don’t give up
    2) Work Hard
    3) Have fun

    Take care,
    Action

  • Podcast Interview: Mobile Game Developer of Anna’s Secret…

    Posted on January 22nd, 2008 IndieGamePod No comments

    Jan, Developer of the IGF Mobile Finalist Anna’s Secret talks about developing the game.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/annassecret-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/annassecret-podcast.mp3

    Show Notes:
    0:00 – 5:00
    Description of Anna’s Secret and some of the mobile design features including geocaching

    5:00 – 10:00
    Educational goals of the game
    Interesting features and unique design properties in the mobile design space

    10:00 – 15:00
    More ways and ideas to leverage the “mobility” aspect in the mobile game design space
    User testing for Anna’s Secret and surprises encountered
    Location Detection

    15:00 – 20:00
    Future mobile games that he would like to develop…mainly games that leverage location much better
    Multi-player games in the mobile space
    Developing a multi-player version of Anna’s Secret
    Some of the features of a multi-player Anna’s Secret

    20:00 – 24:00
    Ubiquitous Gaming
    Ideas for future mobile games
    Educational Mobile Games
    Suggestions for making games for the Mobile Space…like leveraging climate changes in mobile game design

    Take care,
    Action

  • Podcast Interview: George from PiEyeGames…

    Posted on December 29th, 2007 IndieGamePod 1 comment

    George, from PiEyeGames, talks about developing games as an indie and some of this experiences as a console developer.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/pieyegames-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/pieyegames-podcast.mp3

    Show Notes:
    0:00 – 5:00
    Talks about getting started as an indie

    5:00 – 20:00
    Talks about developing games as an indie
    Development process
    Design of games including Dark Side, Scavenger, and Circulate
    Putting games on the portals

    20:00 – 25:00
    Future direction for games

    25:00 – 28:00
    Console development vs. indie development
    Evolution of game design

    Take care,
    Action
    Action

  • Podcast Interview: Developing the browser-based MMO Horse Isle

    Posted on November 29th, 2007 IndieGamePod No comments

    Joe, from Horse Isle, talks about the challenges and opportunities of developing a casual browser-based MMO. Joe discusses developing a flash-based MMO.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/horseisle-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/horseisle-podcast.mp3

    Show Notes:
    0:00 – 5:00 — Introduction and description of the browser-based game called Horse Isle

    5:00 – 10:00 — Development needed and testing process to release the game

    10:00 – 15:00 — Description of how the world works and the underlying technical design of the game including PHP architecture

    15:00 – 20:00 — Benefits of rolling own backend server vs. commercial backend server. Future development and enhancements to the game. Techniques for marketing the game.

    20:00 – 25:00 — Game/Community limitations based on targeting an under-13 audience. Issues with updating a game that is always live….and having a test server to ensure stable releases. Time spent on technical vs. business issues related to the game.

    25:00 – 30:00 — Social elements of running a game. Lessons learned from developing a browser-based MMO. Suggestions for other indie game developers out there.

    Take care,
    Action

  • Revised Gamma Bros Podcast…

    Posted on September 29th, 2007 IndieGamePod 5 comments

    Hey folks,

    Thanks for all the great feedback about the podcast. One main theme was that the podcast had too many “clicks”…and so I’ve improved the podcast so that the hard clicks have been removed.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/gammabros-podcast-revised.mp3

    Take care,
    Action

  • Podcast Interview: IGF Finalist and Gamma Bros Developer…

    Posted on September 26th, 2007 IndieGamePod 1 comment

    Part of the Gamma Bros development team talks about developing the game, benefits of using Flash…and their vision for their studio…

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/gammabros-podcast-revised.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/gammabros-podcast-revised.mp3

    Feel free to add our new Indie Game Podcast Widget that allows your readers to easily access our podcast library…
    You can grab it here…

    Thanks again for listening to the show and feel free to send over comments and suggestions on ways to improve the show.

    We’re also looking for more interviewees…if you’ve developed a game and want to contribute back to the indie game dev community….send us an e-mail ( support at indiegamepod dot com) and we’ll go from there.

    Take care,
    Action

  • Podcast Interview: IGF Finalist and Toribash Developer…

    Posted on July 21st, 2007 IndieGamePod 1 comment

    Hampa, developer of the IGF Finalist Game — Toribash (check out trailer of the next version of Toribash here) … talks about developing an innovative game, managing a game development team, and growing a game community.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/toribash-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/toribash-podcast.mp3

    Feel free to add our new Indie Game Podcast Widget that allows your readers to easily access our podcast library…
    You can grab it here…

    Thanks again for listening to the show and feel free to send over comments and suggestions on ways to improve the show.

    We’re also looking for more interviewees…if you’ve developed a game and want to contribute back to the indie game dev community….send us an e-mail ( support at indiegamepod dot com) and we’ll go from there.

    Show Notes:
    0:00 – 5:00
    Introduction

    Talks about developing Toribash, his first game

    Now there are 8 developers working on the game

    Signed up for a game competition and developed Toribash for it

    Toribash’s Viral Growth

    5:00 – 10:00
    Developing tools/ideas to help empower the community

    YouTube of Fight Scenes/Gameplay and its importance

    Other ways to help create the game community…
    * The creation of clans
    * Fighting Leages, etc.
    * Competing with Clans, etc.

    10:00 – 15:00
    Using Forum Signatures to help promote the game

    Using dynamic signatures

    Physics Engine used for the Game, Open Dynamics Engine (ODE)

    Benefits of using Physics to make a game

    Develop on OS X, but release first on Windows

    Developing a virtual world around the game

    The game interface is extremely difficult, but it still gained popularity…
    the reasons why that happened

    Now they are doing usability tests to find ways to make the game more accessible

    15:00 – 20:00
    If change physics of the game, it would change the player’s fighting styles developed over the year. So the team can change everything BUT physics.

    Changing the game mechanics would be really hard

    Next Release will have some new game modes that the hard core gamers will enjoy

    List of viral concepts used to promote the game including signatures, contests, and sharing content

    20:00 – 25:00
    Game Development Process…come up with an idea, and develop it as quick as possible
    A lot of iteration, a lot of prototyping, and trying it on real players

    Usually do most of the prototyping alone…but once it’s done, sends it out right away

    Usually 10 iterations to find a solid prototype

    Recommends playing lots of games, read up on books, and do experimentations to
    help improve game design/development skills

    Favorite Indie Games

    Prefers gameplay over usability

    Goals for his game studio, the goal of being a major studio in Singapore

    Talks about the Singapore Game Scene including many American companies there like
    EA, Linden Labs, etc.

    25:00 – 30:00
    Other indie game dev studios as role-models…such as
    Introversion

    Also respects ID Software

    Spends about 50% of time on technical and 50% of the time on promotion

    Noticed that someone developed Toribash fight scenes in Second Life

    Since 50% of time is business, most of the time spent on managing developers, paying
    the bills, etc.

    Benefits of going through a publisher…to getting on a console

    30:00 – 35:00
    Developing on a console would take away focus from the PC app…so if did a console
    app, it would be after releasing version 3.0 in October 2007. That version will be
    feature complete.

    Does not reveal features until release a game…so that folks do not complain if a feature gets cut.

    Issues with working in an 8-person team…
    It takes time to make sure that everyone is happy
    Must make sure that folks have something to do at all times
    Having a good CVS system is important
    Having an update of what folks are working on…via e-mail
    Finds that working in a team is more fun than expected to be

    The top 3 lessons learned…
    Trusting people has been very helpful to success

    35:00 – 36:00
    Advice for indies out there…
    Make a game that you think would be fun to work on 3 years later

    Should create a game that would like to play yourself and be really fun to do

    Take care,
    Action

  • Podcast Widget Released…

    Posted on July 19th, 2007 IndieGamePod No comments

    Hey folks,

    We now have an option where you can add a widget to your site/blog that allows your readers/visitors to easily check out the podcasts of the Indie Game Dev Podcast show.

    You can grab it here…

    You can find a sample of the widget in the right side bar below.

    Take care,
    Action

  • Experimental Gameplay Workshop Founder and Braid Developer Interview…

    Posted on June 11th, 2007 IndieGamePod 1 comment

    Jonathan, founder of the Experimental Gameplay Workshop at GDC and developer of the game Braid talks about game design…

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/braid-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/braid-podcast.mp3

    Be sure to add your game blog, game site, or indie game to our Indie Game Dev wiki

    Show Notes:
    0:00 – 5:00 Minutes…
    Introduction, Experimental Game Design Workshop Founder

    Started out with simple games and was a hobbyist initially.

    Started out as an indie in 6th grade

    Started own company in 1996

    5:00 – 10:00
    Challenges of starting a company
    Signed with TEN
    Created a mult-player sci-fi game
    Took an extra 1.5 years to finish the game
    Did a sequel for the game

    10:00 – 15:00
    Suggestions for indie game developers…
    take an incremental approach to development. Now you can make a simple game on the web
    and put Google Ads next to it.

    Or can make a simple game and sell it for 5 dollars.

    Had a complex interface for first game, now realize that interface simplicity is important.

    Noticed that another game called Arc that was very simple…was having a lot more success…even though
    our company’s games had better production values.

    15:00 – 20:00
    Mentions how Snood felt like an anamoly.
    Same with Runescape. Does not have high production values, but still very popular

    Started the Experimental Gameplay Workshop at GDC because noticed that there were these
    folks doing interesting experiments with games

    20:00 – 25:00
    Big waves at GDC…
    Mid 90s: Online gaming

    Late 90s: Hollywood in Games

    2004-2006: Mobile Games and MMOs

    Current Wave: MMOs

    Talks about having a “prototype mindset”…a mentality where trying to explore
    and learn things

    Will work on a prototype for 1-2 weeks and then put them away for a while

    25:00 – 30:00
    After puts the prototype away, will come up with more ideas during the away time

    When you prototype, don’t do it when you need to have a successful idea. Prototype when
    you are on another project and doesn’t matter how it comes out. Maybe it will come out
    good or not.

    While doing main development, will take 1-2 weeks off to prototype and come up with ideas

    30:00 – 35:00
    Details about Braid Design and the development/exploration process

    Talks about working on Braid in Thailand

    35:00 – 40:00
    Experimental Gameplay Workshop Discussion

    40:00 – 45:00

    Talks about some interesting games found at Experimental Gameplay Workshop…
    Rod Humble’s “The Marriage”

    Future of gaming

    45:00 – 50:00
    Production values vs. Gameplay

    Games as Expression

    50:00 – 55:00
    Social Gaming vs. Single-player gaming
    Opinions on Alternate Reality Gaming

    Talk about favorite games
    like..
    Counterstrike
    Everyday Shooter

    55:00 – 60:00
    Favorite games like…
    Gammas Bros

    Talks about the future of his game design…
    and some of the concepts behind his upcoming game

    60:00 – 65:00
    Talks about initial design process
    vs.
    current design process

    Last words for indie game developers out there…
    keep doing what you’re doing
    It would be nice to see indies that are doing it because they want to be independent

    Take care,
    Action

  • Stair and Truck Dismount Game Developer Interview…

    Posted on May 20th, 2007 IndieGamePod No comments

    Jetro, from Skinflake Games, talks about developing the famed Stair Dismount and Truck Dismount games.

    You can download the podcast here…
    http://www.indiegamepod.com/podcasts/skinflake-podcast.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/skinflake-podcast.mp3

    Be sure to add your game blog, game site, or indie game to our Indie Game Dev wiki

    Take care,
    Action
    Free Kids Games
    Coloring Pages