Experimental Game Dev Interviews
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  • IGF 2012 Finalist…Proteus

    Posted on November 5th, 2012 IndieGamePod No comments

    Ed, one of the developers of Proteus, talks about developing the game…

    You can download the podcast here…

    Or listen to it here…

  • Podcast Interview: Developer of Galaxy Scraper, IGF Student Finalist…

    Posted on November 10th, 2008 IndieGamePod No comments

    Carlos, developer from Galaxy Scraper, talks about developing the game…

    You can download the podcast here…

    or listen to it here…

    Game Video:

    Take care,

  • Podcast Interview: Arist for Snapshot Adventures: Secret of Bird Island…

    Posted on November 3rd, 2008 IndieGamePod No comments

    Diane, from Large Animal Games, talks about developing Snapshot Adventures: Secret of Bird Island

    You can download the podcast here…

    or listen to it here…

    Game Video:


    Take care,

  • Podcast Interview: Developer of Cinnamon Beats, IGF Finalist…

    Posted on October 24th, 2008 IndieGamePod No comments

    Jani, from Secret Exit, talks about developing the innovative audio/physics game…Cinnamon Beats

    You can download the podcast here…

    or listen to it here…

    Check out a video of the game here…

    Take care,

  • Podcast Interview: Developer of OokiBloks, IGF Finalist 2008

    Posted on September 10th, 2008 IndieGamePod No comments

    Brian and Matt talk about making OokiBloks.

    You can download the podcast here…

    Show Notes:
    Description of the game

    First 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.

  • Podcast Interview: Designer of Synaesthete, IGF Student Game Winner

    Posted on August 22nd, 2008 IndieGamePod No comments

    Joseph, designer of Synaesthete, talks about developing the innovative game for IGF.

    You can download the podcast here…

    or listen to it here…

    Show Notes:
    Designer of Synaesthete

    Psychedelic 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 direction

    Since became GDC nominee, been getting 2-3 e-mails a day about it.

    Focus test is important…must constantly do that

    Take care,

  • IGF Finalist Interview: Iron Dukes

    Posted on May 24th, 2008 IndieGamePod 1 comment

    Another quick interview from GDC 2008…one of the developers of Iron Dukes


    or listen to it here…

    Show 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 persistent

    Did some rough prototypes in Flash
    Worked on converting in-browser game…into .exe version

    Current 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 IndieGamePod No comments

    Another quick interview from GDC 2008…an interview with Some of Fez’s Developers

    You can download the podcast here…

    or listen to it here…

    Show Notes:
    Fez is a multi-dimensional platformer…
    IGF Finalist

    Won 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 side

    Expect 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 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…

    or listen to it here…

    Here is a short video of Aquaria…

    Show notes:
    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,

  • 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…

    or listen to it here…

    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,