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!
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 web developer and community guy, Jeff Lindsay. He’s been involved in starting/maintaining a lot of interesting projects, TIGSource.com, TIGDB, HackerDojo and more. Whenever Jeff and I get together we end up talking about subjects all over the map. This time we ended up talking about games, systems, patterns, community, subjectivity, emergence, TIGJams, startups, stupid stories and more! So come for us on a crazy ride through thought town. (or something)
G’aaah!
Developer Name: Jeff Lindsay
Location: Mountain View, California
Website: http://progrium.com/
HackerDojo Winnipeg?
I’m working with some indie developer friends to setup something like HackerDojo in Winnipeg. If you’re interested, get in touch. This would be a space to come and work with other developers, and host events like game jams and user groups for cheap. (or free) If all goes well we should have more details available soon.
Hello again! This is a continuation of a series of audio podcasts, featuring myself and other independent game 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 prolific indie developer Edmund McMillen. Edmund is on the verge of releasing Super Meat Boy, a larger game project that he’s been working on for some time now. In this episode we talk about motivation, fear, depression, jealousy and maybe even some happy things as well. Edmund’s wife Danielle jumps in later on to talk about relationships and how intense game development schedules can sometimes conflict. I ask the creative couple how they manage to stay sane in spite of all the pressures that come with being independent.
Thanks to Edmund and Danielle for taking time out of their day to discuss!
Developer Name: Edmund McMillen
Location: Santa Cruz, California
Website: http://edmundm.com/