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MusiGames, The Challenges of Starting a Game Studio in South America
Posted on January 22nd, 2011 1 commentYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-musi-games.mp3Or listen to it here…
[wp_youtube]Nq7cj0CmSa4[/wp_youtube]
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New Feature: Listener Mail…
Posted on January 12th, 2011 No commentsHey folks,
We’re going to experiment with a new feature on the show called “Listener Mail”…this is a section where you are welcome to send in your questions and suggestions…and they will be read and addressed on the show.
If you have a question related to indie/experimental game development/games/studios…post them below or e-mail the show at support **** at**** indiegamepod **** dot *** com and we’ll see if we can answer it on air 🙂
Enjoy 🙂
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SmashMouth Games…Running an Indie Studio for Over 4 Years
Posted on January 11th, 2011 No commentsZuby, from SmashMouth Games, talks about running an indie studio for over 4 years…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/smashmouth-podcast.mp3Or listen to it here…
[wp_youtube]i3epThGdSe8[/wp_youtube]
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A Philosophical FPS — Hazard, The Journey Of Life
Posted on January 10th, 2011 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-hazard.mp3Or listen to it here…
[wp_youtube]rBrU4x3oCf0[/wp_youtube]
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What Should Indie Game Developers Never Do…
Posted on January 6th, 2011 No commentsHey folks,
I was checking out the stackoverflow website…and came across this question/answer…I think it has some good points…
Check it out…
http://gamedev.stackexchange.com/questions/765/what-things-should-an-indie-game-developer-never-doHere’s a quote from the top answer…
One of the major pitfalls is focusing too much on developing the framework / tools / engine, and too little about making the actual game.You risk to get all entangled up into that and to lost focus. Never forget you are first and foremost making a game not making a middle-ware component.
i.e. You should not start by coding the math library but instead by figuring out how to make the game entertaining.
Here’s another good answer…
Don’t Ignore Marketing
You’re indie. Nobody knows you. You absolutely need to get yourself out and start building your brand as early as you possibly can. You can’t expect to have the next big hit so you need to start dipping your toes into the water early. Marketing is hard. Building a brand can be a full-time position. Spend an hour or two everyday talking to your community or other people to help them discover you.Nothing sucks worse than spending a year making something and you don’t meet a fraction of your expectations or even reach anything close to your potential.
I would add that ideally, your game design itself can do the marketing for you…so marketing is then a natural extension of the gameplay.
Do you think the advice in the link is useful…
Post comments below if you think they missed something…
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Dust Force, The Sacrifices Needed to Win the $100,000 Indie Prize
Posted on January 4th, 2011 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-dust.mp3Or listen to it here…
[wp_youtube]vabPMTwY-ME[/wp_youtube]
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Game Dev Podcast Of The Year: How an Indie Developer Turned a Failed Flash Game into $40,000
Posted on December 30th, 2010 1 commentHey folks,
The game dev podcast of the year has been chosen…and it is the Steambirds Interview where an indie game dev turned a failed flash game into $40,000…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/cc-steambirds.mp3Or listen to it here…
[wp_youtube]9p6MwHRucuo[/wp_youtube]
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The Story of An Inventor Trying To Start A Business In The Games Industry
Posted on December 29th, 2010 No commentsKevin talks about trying to start a business to help the games industry….
Note: here is a link to his interview last year…
You can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-graphics.mp3Or listen to it here…
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NewToy has an “Indie Day”…Game Industry’s Version of Google’s 20% Time…
Posted on December 21st, 2010 No commentsHey folks,
NewToy had an interesting talk at the Austin Game Developer’s Conference…talking about the culture of their company. One thing that was interesting was that every Friday, they had an “Indie Day”…they mentioned that this was similar to Google’s 20% time…where a person could spend the day making a new/unique/innovative game.
So…one day each week, each person would be able to do something experimental/indie…
Many indie/experimental developers may say that they are doing indie 100% of the time…but I think the important concept here is…the idea of spending 20% of each week on new/experimental ideas. I’ve seen indie developers get sucked into a project…for months at a time…and during that time, they no longer explore or do interesting new/quick games.
Having an “Indie Day” each week is a good reminder to keep learning/exploring.
In the games industry…learning is an important part of the development process…and “Indie Day” helps to underscore this habit in a good way.
Anyone doing something similar to an “Indie Day” with their team/studio?
Post suggestions and comments about your “Indie Day” below 🙂 -
Developing The Point and Click Adventure Game, Dream Machine
Posted on December 20th, 2010 No commentsYou can download the podcast here…
http://www.indiegamepod.com/podcasts/gdco-dream-machine.mp3Or listen to it here…
[wp_youtube]UyM4zAXhjes[/wp_youtube]