Hello again! This is a continuation of a series of audio podcasts, featuring myself and other independent developers.
Each episode will feature a different developer, and the format will be more like a sprawling conversation than a formal interview. Topics covered will vary depending on the developer in question, but some of the same topics will pop up with many of the guests. I’ll also interject some of my own opinions and views into the discussion.
Why am I doing this? Personally, I’m very interested in how other developers work. What motivates them? How do they deal with criticism? What do they find meaningful about games? (if anything?) What are the stories behind the development of their projects? I hope to learn a lot, and also help spread more knowledge around.
Look at his giant head!
Andy Moore is a community manager and game designer, of Fantastic Contraption and Steambirds fame. In 2010, he sold most of his possessions and traveled across Canada in a vehicle known as the TIGVan. He also organized OrcaJam, and other Victoria-based indie game events.
Andy and I talk about how online communities work, the benefits and pitfalls of tracking stats in your games, the free-to-play business model and many other topics.
Hello again! This is a continuation of a series of audio podcasts, featuring myself and other independent developers.
Each episode will feature a different developer, and the format will be more like a sprawling conversation than a formal interview. Topics covered will vary depending on the developer in question, but some of the same topics will pop up with many of the guests. I’ll also interject some of my own opinions and views into the discussion.
Why am I doing this? Personally, I’m very interested in how other developers work. What motivates them? How do they deal with criticism? What do they find meaningful about games? (if anything?) What are the stories behind the development of their projects? I hope to learn a lot, and also help spread more knowledge around.
John Graham is the handsome lumberjack/marketing guy at Wolfire games, and one of the main dudes behind the Humble Indie Bundle.
John talks about how crazy working on behind the scenes on the bundle has been, the origins of Wolfire, speculation on the future Bundles and he also shares some advice about how to get started as an indie game developer.
Developer Name: John Graham
Location: Unknown
Website: http://wolfire.com
Back in 2007 on December 7th, Derek Yu and I released Aquaria. The game is now three (3!) years old.
I’ve been making a series of audio podcast conversations with indie developers, and this seemed to be the perfect time to talk to Derek again. We hadn’t sat down and had a long discussion for a couple of years, so there was a lot to talk about!
We start off by talking about Derek’s Spelunky, what it’s like trying to “run” TIGSource. We talk a bit about how we first met, pretty randomly, to work on I’m O.K. We reflect on some Aquaria memories and lessons we learned, good times and bad times.
Eventually, Derek gets me to spill the beans Marian a bit. Here’s a screenshot I leaked a couple of weeks ago that may factor into the discussion:
This is an epic podcast! It is almost 3.5 hours along, so buckle up and hunker down – or listen in bursts if you prefer. I decided to leave it all unedited, including parts where I lose my voice and a bit where I may unintentionally sound like a pompous ass. (or at least, more so than usual) It’s raw, baby.
I usually feel tired after most podcasts, but after this one I felt extra drained. It’s a strange experience talking to someone that you got to know really well over 2 years again. It’s like being reunited with a missing limb or something. Kind of an emotional, bittersweet thing.
Never Let Go!
Developer Name: Derek Yu
Location: San Francisco, California
Website: http://derekyu.com
Hello again! This is a continuation of a series of audio podcasts, featuring myself and other independent developers.
Each episode will feature a different developer, and the format will be more like a sprawling conversation than a formal interview. Topics covered will vary depending on the developer in question, but some of the same topics will pop up with many of the guests. I’ll also interject some of my own opinions and views into the discussion.
Why am I doing this? Personally, I’m very interested in how other developers work. What motivates them? How do they deal with criticism? What do they find meaningful about games? (if anything?) What are the stories behind the development of their projects? I hope to learn a lot, and also help spread more knowledge around.
Hello again! This is a continuation of a series of audio podcasts, featuring myself and other independent developers.
Each episode will feature a different developer, and the format will be more like a sprawling conversation than a formal interview. Topics covered will vary depending on the developer in question, but some of the same topics will pop up with many of the guests. I’ll also interject some of my own opinions and views into the discussion.
Why am I doing this? Personally, I’m very interested in how other developers work. What motivates them? How do they deal with criticism? What do they find meaningful about games? (if anything?) What are the stories behind the development of their projects? I hope to learn a lot, and also help spread more knowledge around.
Today’s episode is a discussion with game developer and best buddy, Kyle Pulver! Kyle is part of Retro Affect, and they recently released this kick-ass trailer:
Kyle has created many games on his own as well. If you haven’t already done so, you owe it to yourself to check out his freeware games; which include Depict1, Bonesaw and Verge among others.
I’ve also been lucky enough to write music for some of Kyle’s games.
Hello again! This is a continuation of a series of audio podcasts, featuring myself and other independent developers.
Each episode will feature a different developer, and the format will be more like a sprawling conversation than a formal interview. Topics covered will vary depending on the developer in question, but some of the same topics will pop up with many of the guests. I’ll also interject some of my own opinions and views into the discussion.
Why am I doing this? Personally, I’m very interested in how other developers work. What motivates them? How do they deal with criticism? What do they find meaningful about games? (if anything?) What are the stories behind the development of their projects? I hope to learn a lot, and also help spread more knowledge around.
Today’s episode is a discussion with game developer Chevy Ray Johnston. Chevy Ray is self-described as being “grotesquely optimistic”. I’d call him a non-stop, whirling ball of insane, creative energy. In this podcast we talk about being part time indie, reactions to Chevy’s game “Beacon”, big passion projects versus small prototypes, laugh tracks in sitcoms, voice acting, how Chevy got his start in games… and more!