Experimental Game Dev Podcast Show
Experimental Game Dev Interviews — The First Game Dev Podcast Ever-
Podcast Interview: Aquaria Developer and 2007 IGF Grand Prize Winner
Posted on January 29th, 2008 No commentsAlec, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/aquaria-podcast.mp3Here 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 Aquaria5:00 – 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 Aquaria10:00 – 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 iterations15:00 – 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 success25:00 – 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 folks30:00 – 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 process35:00 – 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 there40:00 – 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 CastleSome 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 funTake care,
Action -
Podcast Interview: Mobile Game Developer of Anna’s Secret…
Posted on January 22nd, 2008 No commentsJan, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/annassecret-podcast.mp3Show Notes:
0:00 – 5:00
Description of Anna’s Secret and some of the mobile design features including geocaching5:00 – 10:00
Educational goals of the game
Interesting features and unique design properties in the mobile design space10:00 – 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 Detection15:00 – 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 Secret20:00 – 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 designTake care,
Action -
Podcast Interview: George from PiEyeGames…
Posted on December 29th, 2007 1 commentGeorge, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/pieyegames-podcast.mp3Show Notes:
0:00 – 5:00
Talks about getting started as an indie5:00 – 20:00
Talks about developing games as an indie
Development process
Design of games including Dark Side, Scavenger, and Circulate
Putting games on the portals20:00 – 25:00
Future direction for games25:00 – 28:00
Console development vs. indie development
Evolution of game designTake care,
Action
Action -
Podcast Interview: Developing the browser-based MMO Horse Isle
Posted on November 29th, 2007 No commentsJoe, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/horseisle-podcast.mp3Show Notes:
0:00 – 5:00 — Introduction and description of the browser-based game called Horse Isle5:00 – 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 5 commentsHey 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.mp3Take care,
Action -
Podcast Interview: IGF Finalist and Gamma Bros Developer…
Posted on September 26th, 2007 1 commentPart 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/gammabros-podcast-revised.mp3Feel 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 1 commentHampa, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/toribash-podcast.mp3Feel 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
IntroductionTalks 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 communityYouTube 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 gameUsing 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 happenedNow 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 playersUsually 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 skillsFavorite 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
IntroversionAlso 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 beThe top 3 lessons learned…
Trusting people has been very helpful to success35:00 – 36:00
Advice for indies out there…
Make a game that you think would be fun to work on 3 years laterShould 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 No commentsHey 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 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 1 commentJonathan, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/braid-podcast.mp3Be 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 FounderStarted 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 game10:00 – 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 popularStarted the Experimental Gameplay Workshop at GDC because noticed that there were these
folks doing interesting experiments with games20:00 – 25:00
Big waves at GDC…
Mid 90s: Online gamingLate 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 thingsWill 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 timeWhen 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 processTalks about working on Braid in Thailand
35:00 – 40:00
Experimental Gameplay Workshop Discussion40:00 – 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. GameplayGames as Expression
50:00 – 55:00
Social Gaming vs. Single-player gaming
Opinions on Alternate Reality GamingTalk about favorite games
like..
Counterstrike
Everyday Shooter55:00 – 60:00
Favorite games like…
Gammas BrosTalks about the future of his game design…
and some of the concepts behind his upcoming game60:00 – 65:00
Talks about initial design process
vs.
current design processLast 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 independentTake care,
Action -
Stair and Truck Dismount Game Developer Interview…
Posted on May 20th, 2007 No commentsJetro, 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.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/skinflake-podcast.mp3Be sure to add your game blog, game site, or indie game to our Indie Game Dev wiki…
Take care,
Action
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