January 2011
18 posts
14 tags
The Last and Final Word: Glen Forrester
Glen Forrester has been developing videogames for many years (the earliest game listed on his website is recorded as being released back in 2004). As is the case with many developers in his position, he wanted to try living off his creations and see where it took him. After the success of Enough Plumbers, the future is looking bright. Bonus link at the bottom of the interview. Age? 24, I...
Jan 29th
4 notes
15 tags
Not only do I rarely sketch out game ideas, but I share them with others even less often… Michael Molinari on the subject of the planning and sharing of videogame ideas.  [November 26th, 2010] (via Twitter).
Jan 29th
12 tags
Our prototype is finally feeling like a game… like someone flipped a switch and things were suddenly FUN instead of just interesting. Noonat on the subject of when a project starts to feel like an actual playable videogame. [January 18th, 2011] (via Twitter).
Jan 29th
14 tags
I want very badly to make stuff that matters, and am OK at the “making” part. It’s the “matters” part that I am struggling with. Adam Saltsman on the subject of making videogames that matter. [January 13th, 2011] (via Twitter).
Jan 28th
2 notes
14 tags
I do not play to many games. I don’t have that much spare time, if I play games I cannot make them and vise versa. I usually settle with reading about games and watching videos. Alexis Andújar González on the subject of the struggles between splitting time between videogame development and actually playing videogames. [April 4th, 2010] (via IVGMU).
Jan 28th
15 tags
Actually, thinking up the story first works quite well for me. Here’s my process: 1. Coming up with the Story, Characters, Events + Important Dialogue 2. Planning out the Rooms 3. Planning the Puzzles 3b. Minor adjustments to planned Rooms if a Puzzle requires it 5. Making the Game Bernie on the subject of his process for developing a point’n’click adventure videogame....
Jan 23rd
18 tags
The Last and Final Word: William Dyce
William Dyce is a little known developer, except for the few from the Game Maker community that played his promising early efforts Supersoldat and Abomination. Having switched from Game Maker to C++, his plans have become somewhat more ambitious. Age? I turned twenty last September. I’m feeling very old. Location? I’ve been studying in France for the last two years, and now...
Jan 22nd
3 notes
13 tags
After spending a while engrossed in the indie/art-game scene, I suddenly remembered that while art-games are exciting and wonderful and fantastic, I also love game-games, and some of the most exciting things in the medium happen at the point where the two approaches meet. David Shute on the subject ofart-games vs. game-games. [August 17th, 2010] (via his blog).
Jan 22nd
3 notes
15 tags
I used to have this saying, that “If cactus wouldn’t have liked it, then it’s not worth making”. But nowadays, I just release whatever I want, and focus on my own style. David Scatliffe on whether he takes influence from cactus. [February, 2010 roughly]  (via Formspring).
Jan 22nd
14 tags
..I think back to Game Maker and I’m like, damn, this thing made it really easy for me. Charlie Ngo, reflecting on how easy Game Maker was to use, before he moved on to a proper programming language. [October 15th, 2010] (via EO Game Development Community).
Jan 20th
2 notes
15 tags
..me n’ Bisse think that exploration is crammed in to pad game length out. I don’t really see the need for it. Thomas McCloskey from Perfect Run on the subject of exploration in videogames. [September 24th, 2007] (via TIGSource forums).
Jan 17th
3 notes
18 tags
The Last and Final Word: Droqen
Droqen is a talented developer, responsible for the frustratingly excellent Probability 0 and Fishbane but as you will hear, the Darth Vader of videogame development, lack of motivation, continues to torment its victims. Bonus link at the end of the interview. Name? My real name is Alexander Martin, and my consistent internet moniker is Droqen. Age? I’m 19 years old. Just so you can...
Jan 15th
10 notes
16 tags
Inspiration is of course a good thing but the mind must be in a more chaotic state for original content to be created. Johan Peitz on the subject of creating original content for your game. [October 12th, 2010] (via his blog).
Jan 14th
1 note
19 tags
The Last and Final Word: Jonathan Whiting
Jonathan Whiting was made redundant from a job in the mainstream videogaming industry. Because of this, he is contemplative of making that big leap of faith - you know - the one to become a full time indie. His list of works thus far include (but are not limited to) Jed, Isles of Color and crushd. Bonus link at the bottom of the interview. Age? 25 Country? UK, but more specifically in...
Jan 8th
5 notes
12 tags
I have trouble coming up with ideas that are both innovative enough to interest me and simple enough for my non-coding brain to work with. Jabberwock on the subject of the biggest challenges of game development. [July 28th, 2009] (via TIGSource forums).
Jan 3rd
2 notes
15 tags
I still envy the me of last summer, who worked ten to eighteen hour days on this project, cursing the sunlight and damning the warmth of friendship. Evan Balster on the subject of attempting to spend more time on game development. (via Infinite Blank).
Jan 2nd
12 tags
The Last and Final Word: Sebastian Janisz
Sebastian Janisz is a perfect example of a tiny freeware indie developer, lost in a vast ocean of tiny freeware indie developers, all clamoring for exposure. And this is precisely why you probably haven’t heard of him.He developed the symbolic Lackadaisium (which I suggest play before reading this interview) and the N-inspired, Conquer the Shadow World. Name? Sebastian Janisz. ...
Jan 1st
2 notes
17 tags
The Last and Final Word: Bonus Round with CosMind
This is what I like to call a Bonus Round and it won’t happen every week. It probably won’t happen much at all. If it does, it’s a bonus. Having sent a number of e-mails back and forth with Justin, Christmas was quickly approaching and the follow-up questions were badly timed on my part. In all honesty, I thought he might miss the e-mail all together and didn’t expect a...
Jan 1st
1 note