Experimental Game Dev Podcast Show
Experimental Game Dev Interviews — The First Game Dev Podcast Ever-
Using Unity to Develop The Hit Game…Monument Valley…
Posted on July 6th, 2014 No commentsDan and Pete, from Ustwo, discuss the development of Monument Valley…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/unity-princess-podcast.mp3Or listen to it here…
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Tetropolis — GDC Indie Megabooth Showcase Finalist
Posted on June 3rd, 2014 No commentsBob, from Nextgen Pants, discusses…Tetropolis…one of the featured games in the Indie Mega Booth showcase at GDC 2014…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/tetropolis.mp3Or listen to it here…
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Making a 2 vs. 2 Capture the Flag Game…Slash Dash
Posted on May 13th, 2014 No commentsAlex and Adnan, from Nevernaut Games, discuss their game…Slash Dash…that was one of the featured games in the Indie Mega Booth showcase at GDC 2014…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/slash-dash.mp3Or listen to it here…
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Making Twitch-Based Games — Finding Success on IOS
Posted on May 5th, 2014 1 commentKepa, from Rocketcat Games, talks about making twitch-based games on IOS…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/rocket-cat-games.mp3Or listen to it here…
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Using FGL To Make Money From Your Mobile Game…
Posted on April 27th, 2014 No commentsChris, from FGL, talks about how indies can monetize their games better…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/fgl-podcast.mp3Or listen to it here…
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Freebie Reminder: Mobile Game Design book…
Posted on April 15th, 2014 No commentsHey folks,
Here is a reminder for a popular freebie…a book on mobile game design…
We always try to explore new ideas and concepts on the show that make experimental game developers more innovative and effective.
In that regard, I’ve written a book on mobile game design.
The book “Mobile Game Design”…which you can buy on Amazon…is now free for listeners for a limited time. It talks about the main mechanics for mobile games…as well as “hidden game mechanics” you can use to stand out in the marketplace. Enjoy 🙂
Put any feedback or suggestions on the book below 🙂
You can download the book here…
http://www.indiegamepod.com/mobile-game-design-book.pdf -
Game Research from the Tiltfactor Research Lab To Help Design Games for Social Change…
Posted on April 10th, 2014 1 commentMax, from the Tiltfactor Game Research Lab at Darthmouth, talks about research findings that can help design better games for social change…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/dartmouth-game-lab.mp3Or listen to it here…
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Developing a Goat Simulator…
Posted on April 2nd, 2014 No commentsAnton, from Coffee Stain Studios, talks about their latest game…Goat Simulator
You can download the podcast here…
http://www.indiegamepod.com/podcasts/goat-simulator.mp3Or listen to it here…
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Extrasolar — GDC 2014 Independent Games Festival Nuovo Award Finalist
Posted on March 30th, 2014 No commentsKeith from Lazy 8 Studios talks about their Independent Games Festival Finalist game, Extrasolar
You can download the podcast here…
http://www.indiegamepod.com/podcasts/extra-solar.mp3Or listen to it here…
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If the developers of “Threes” cloned themselves, they would have been more successful…
Posted on March 28th, 2014 No commentsA few months ago, I wrote a post about how developers need to clone themselves.
It may seem silly, but in the mobile space, there are always folks preying on the next big hit. For most people, it is so much more motivating and easier to work on a game once they know it will be successful — hence the clones.
The clone folks also don’t have much vested in the idea so are willing to experiment. They have nothing to lose. So they can play around with design changes, business models, and giving away the game for free.
Anyways, the “Threes” developers wrote a post about the cloning of their game…the clones called “1024” and “2048”…
Sometimes the clones do add innovations to the original game design. Sometimes they don’t.
But I think the real story is that original developers need to clone themselves. By flooding the market with clones, you help to keep your original work successful. The clones can be variations and experiment with new business models and game design ideas. You can even place ads in the clones to promote your main game.
It may seem silly, but what other choice would you have? Sometimes the most successful games are the most simple. So they are really easy to clone.