Experimental Game Dev Interviews — The First Game Dev Podcast Ever
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  • Podcast Interview: IGF Finalist and Toribash Developer…

    Posted on July 21st, 2007 IndieGamePod 1 comment

    Hampa, 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.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/toribash-podcast.mp3

    Feel 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
    Introduction

    Talks 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 community

    YouTube 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 game

    Using 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 happened

    Now 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 players

    Usually 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 skills

    Favorite 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
    Introversion

    Also 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 be

    The top 3 lessons learned…
    Trusting people has been very helpful to success

    35:00 – 36:00
    Advice for indies out there…
    Make a game that you think would be fun to work on 3 years later

    Should create a game that would like to play yourself and be really fun to do

    Take care,
    Action

  • Experimental Gameplay Workshop Founder and Braid Developer Interview…

    Posted on June 11th, 2007 IndieGamePod 1 comment

    Jonathan, 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.mp3

    or listen to it here…
    http://www.indiegamepod.com/dewplayer.swf?mp3=http://www.indiegamepod.com/podcasts/braid-podcast.mp3

    Be 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 Founder

    Started 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 game

    10:00 – 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 popular

    Started the Experimental Gameplay Workshop at GDC because noticed that there were these
    folks doing interesting experiments with games

    20:00 – 25:00
    Big waves at GDC…
    Mid 90s: Online gaming

    Late 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 things

    Will 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 time

    When 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 process

    Talks about working on Braid in Thailand

    35:00 – 40:00
    Experimental Gameplay Workshop Discussion

    40:00 – 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. Gameplay

    Games as Expression

    50:00 – 55:00
    Social Gaming vs. Single-player gaming
    Opinions on Alternate Reality Gaming

    Talk about favorite games
    like..
    Counterstrike
    Everyday Shooter

    55:00 – 60:00
    Favorite games like…
    Gammas Bros

    Talks about the future of his game design…
    and some of the concepts behind his upcoming game

    60:00 – 65:00
    Talks about initial design process
    vs.
    current design process

    Last 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 independent

    Take care,
    Action