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Indie Dev Podcast
The story behind for favorite developers
Category: Video Games
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by Dave Voyles
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June 08, 2015 10:40 AM PDT

This week I'm joined Mike Gnade, from Indie Game Stand, a site to discover a new indie game every few days. Developers can upload their wares while consumers can purchase the latest and greatest indie games at an affordable price.Unlike many competitions, this platforms offer a monthly subscription service which gets consumers 20% off the price of the title, and includes 7 games each month.

May 27, 2015 05:19 AM PDT

Tonight I am joined by Daniel Parente, CEO and Game Director of Hydra Interactive Entertainment, a young indie development studio based out of Madrid, Spain.

He's previously worked on a number of titles, including Alien Spidy, History Legends of War: Patton, and Aliens in the Attic. The current title that his team is working on is Upside-Down Dimensions, an action adventure game of love and war, in a colorful paper crafted world, inspired by Japanese folklore and Origami.

We talk about how to properly scope a title that you're developing, in addition to understanding the role that publishers play in today's game development landscape.

April 04, 2015 11:39 AM PDT

In this follow up to episode 15, Michael gives a brief postmortem about releasing his first Playstation 4 title.

We discuss the process for getting approved through the ESRB as well as Europe's PEGI system, in addition to how to prevent burnout and fatigue from working on one project for too long.

Sony's fatastic services for independent developers are highlighted as well, and I inquire about Michael's decision to stick with MonoGame for his current and future titles.

All music is courtesy of Benjamin Briggs.

Intro / Outro: Diddy Kong Racing – Hi There! (Lobby)

January 14, 2015 05:42 AM PST

Joining me today are Game Designer / Leader Developer Jacob Pennock, and Executive Producer Mike Schaiman, and Art Director Melissa Pennock of Livid Interactive.

We talk diversifying a studio, making money in the middleware marketplace, how to stay afloat as an indie, and how they use Intel's RealSense technology and Unity to create their gesture based first person combat game, Head of the Order.

In 2010, the husband/wife team of Jacob and Melissa Pennock founded a small studio in North Carolina called Unicorn Forest Games. Unicorn Forest was mainly focused on providing outsourcing services, for games on facebook and mobile devices.

Soon after arriving in California, Jacob was introduced to Mike Schaiman, and joined the team at Helios Interactive. Helios uses a variety of technologies to build interactive experiences for consumers in retail and at large events.
In 2013, Head of the Order, a tech demo, was entered into Intel's Perceptual Computing Challenge, and took the first place prize in the games category.

Early in 2014, Helios took notice of the potential of the game, and the saw an opportunity for the company to open a new games division. So Livid Interactive was created, under the wing of its parent company, Helios. Their latest title, Head of the Order, is a magical fantasy game played entirely with gestural spell casts. It's format is similar to a tournament style fighting game but with magic instead of martial arts.

December 14, 2014 10:34 AM PST

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Illyriad (ih-lih-re-ad) Games is an independent studio based across three continents. Realizing that WebGL isn't just a pipe dream, they've built their latest game on it. Their lcurrent title, Age of Ascent, is built on a custom WebGL engine, and is using Azure as a backend, with the ability to scale to 50k+ concurrent users.
Joining me tonight are CTO, Ben Adams, and CEO, James Niesewand. We discuss what it's like to manage a small team of developers across 3 continents, the importance of managing every last bit of processing power, when it comes to a game that scales to this size, and performance implications across browsers.
Technical Whitepaper from Microsoft

Benjamin Briggs

All music is courtesy of Benjamin Briggs.

Intro / Outro: Diddy Kong Racing – Hi There! (Lobby)

November 30, 2014 04:02 PM PST

Founded in 2011, and based out of Wilmington DE, Wimbus Studios is the culmination of a few friends wanting to get together and make video games! Fueled by the passion to make awesome games that they would love to play themselves, Wimbus Studios is dedicated to making games that don’t suck! Their first title, The Island of Eternal Struggle, is a turn based RPG adventure.

Joining me today is Steve Sefchick, and Mike Williams. Becky Mount is also part of the team, but not able to make it on that evening. Join us as we talk about how they got started, why game development can often take so long, and their decision to stick with XNA and MonoGame at this time.


November 13, 2014 10:04 AM PST
October 24, 2014 08:29 AM PDT

erik umenhofer
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.NET Developer by day, and game dev by night, Bay Area resident Erik Umenhofer has been quietly working on games for several years, from the comfort of his own home. First he started with XNA, before making the transition to Construct 2, and has finally settled on Unity.

Listen in as we talk about the good old days of the Commodore 64, solving problems through technology, and the way Construct 2 handles wrapping games for each platform. Going by the studio name Firebellys, their upcoming release, Temporus, a 2D sci-fi sidescrolling platformer is aiming for a release in 2015.

Kickstarter [successfully funded]

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Download the .mp3 here

All music is courtesy of Benjamin Briggs.

Intro / Outro: Diddy Kong Racing - Hi There! (Lobby)

May 28, 2014 02:30 PM PDT


Total Monkery is an independent game development company and family business with a healthy fixation on mockery, puns and primates. Created in 2012 by game development veteran Richard Weeks (LucasArts, Psygnosis), Total Monkery aims not only to produce high-quality products, but also to foster new talents, collaborate with passionate indies and contribute value to the industry we love.

We talk the FM Towns Marty, his experiences at Psygnosis and LucasArts, and the necessary skills for establishing and maintaining a studio of his own. Furthermore, we conclude the discussion with the importance of keeping in touch with your audience during development, either by use of Twitch.TV, blogging, and attending industry events.

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Download the .mp3 here

All music is courtesy of Benjamin Briggs.

April 30, 2014 09:43 AM PDT

 Russ Clark

West London Games is a British independent game studio founded by Russ Clarke to develop the ultimate exploration and combat game, TerraTech.  Russ has previously worked at London’s Ideaworks mobile studio until 2012. He developed the first prototype for TerraTech by himself shortly afterwards, pulling in his experience from working on beloved franchises like Metal Gear, Call of Duty, Resident Evil, Tomb Raider and Fable. After spending some time working as a consultant he returned to the TerraTech prototype to turn his vision into a full blown indie project.

Join us as we discuss the radical growth of "Let's Plays" and how they can be beneficial to the developer. Moreover, we start with his first machine, the BBC Micro, and how the experiences for gamers in the UK contrasted those of gamers in the US in the 80s and early 90s.

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Download the .mp3 here

All music is courtesy of Benjamin Briggs.

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