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IGF 2012 Finalist…Proteus
Posted on November 5th, 2012 No commentsEd, one of the developers of Proteus, talks about developing the game…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/proteus-podcast.mp3Or listen to it here…
[wp_youtube]OLu-wAJk8Ok[/wp_youtube]
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Podcast Interview: Developer of Galaxy Scraper, IGF Student Finalist…
Posted on November 10th, 2008 No commentsCarlos, developer from Galaxy Scraper, talks about developing the game…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/galaxy-scraper-podcast.mp3or listen to it here…
Game Video:
[youtube=http://www.youtube.com/watch?v=Im0d5quBXDw]Take care,
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Podcast Interview: Arist for Snapshot Adventures: Secret of Bird Island…
Posted on November 3rd, 2008 No commentsDiane, from Large Animal Games, talks about developing Snapshot Adventures: Secret of Bird Island
You can download the podcast here…
http://www.indiegamepod.com/podcasts/snapshot-adventures-podcast.mp3or listen to it here…
Game Video:
[youtube=http://www.youtube.com/watch?v=LIHzR-THAM4][youtube=http://www.youtube.com/watch?v=AAiRcG3Ok1A]
Take care,
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Podcast Interview: Developer of Cinnamon Beats, IGF Finalist…
Posted on October 24th, 2008 No commentsJani, from Secret Exit, talks about developing the innovative audio/physics game…Cinnamon Beats
You can download the podcast here…
http://www.indiegamepod.com/podcasts/cinnamon-beats-podcast.mp3or listen to it here…
Check out a video of the game here…
[youtube=http://www.youtube.com/watch?v=xzjHlDHy4u4]Take care,
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Podcast Interview: Developer of OokiBloks, IGF Finalist 2008
Posted on September 10th, 2008 No commentsBrian and Matt talk about making OokiBloks.
You can download the podcast here…
http://www.indiegamepod.com/podcasts/ookibloks-podcast.mp3Show Notes:
Description of the gameFirst came up with the core-mechanic…after finding the basic mechanic of moving blocks…and then had to find a theme around it…knew people liked monkeys so themed it with monkeys.
Developed the game for 2 years and it wasn’t working out. Showed the game in a forum and Matt found it…and started helping…they scrapped the old game and focused on making a solid game.
It was coincidence that Matt found the artwork…as Brian rarely shows off artwork of a game before release.
Did remote development.
Once met together, took about 1 year to develop. Most play-testing done in the IGF…really useful feedback.
Will release a PC version done…and may do a console version of self-publish online.
It is challenging to find someone to help you virtually…it is challenging to find someone that knows what they are doing and can help.
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Podcast Interview: Designer of Synaesthete, IGF Student Game Winner
Posted on August 22nd, 2008 No commentsJoseph, designer of Synaesthete, talks about developing the innovative game for IGF.
You can download the podcast here…
http://www.indiegamepod.com/podcasts/synaesthete-podcast.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/synaesthete-podcast.mp3Show Notes:
Designer of SynaesthetePsychedelic Rhythm Shooter
A while back, inspired to make a game that plays like Windows Media Player visualization. Then saw Geometry Wars…
Developed the game while at Digipen
Built the engine and then the game.
Did massive testing to make sure the game was fun.
Twice a week…
At Digipen, high schoolers and middle schoolers came in … so would use them to see how the game was playing, etc.
Based on the feedback…
One of the advisors suggested that the game needs to aim for the person…
That put the game in a whole new directionSince became GDC nominee, been getting 2-3 e-mails a day about it.
Focus test is important…must constantly do that
Take care,
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IGF Finalist Interview: Iron Dukes
Posted on May 24th, 2008 1 commentAnother quick interview from GDC 2008…one of the developers of Iron Dukes
http://www.indiegamepod.com/podcasts/iron-dukes-podcast.mp3
or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/iron-dukes-podcast.mp3Show Notes:
Simple Flash RPG…won
Best Browser Game award
Star Control 2
Paper Prototyping
First tested out paper prototypes on self
Casual RPG
Try to be able to level up in 10-15 minutes
Idea is to have players have quick success and quick action
If you die, that’s ok…equipment is still persistentDid some rough prototypes in Flash
Worked on converting in-browser game…into .exe versionCurrent goal is to finish up Iron Dukes and get out to market…
Looking to do online and multiplayer capabilities of flash
Advice for other indies…
Start small
Smaller design is much more effective
Start small and continually expand from there
Can give players something loose and allow folks to create their own story 🙂 -
IGF Finalist Interview: Fez
Posted on May 24th, 2008 No commentsAnother quick interview from GDC 2008…an interview with Some of Fez’s Developers
You can download the podcast here…
http://www.indiegamepod.com/podcasts/fez-podcast.mp3or listen to it here…
http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/fez-podcast.mp3Show Notes:
Fez is a multi-dimensional platformer…
IGF FinalistWon award for “Excellence in Visual Art”
Visual Arts inspired by Spirited Away
The top challenges while developing the game…
a) Optimization issues…ways to optimization of pixel rendering
b) Getting it done even while doing the project on the sideExpect to release the final version within a year.
Suggestions for indie game developers out there…
a) Make it…find the right people and get it done
b) Show it to as many people as you can, listen to them and act accordingly 🙂 -
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,
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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