The good, the bad and the ugly
summary
An indie team builds games out of necessity and pragmatism, shipping titles like Super Crate Box (2010), Ridiculous Fishing and Nuclear Throne while juggling programming, business and marketing. A San Francisco clone forces a public fight via the New York Times, then finishing Ridiculous Fishing wins Apple Game of the Year 2013. Practical tips: use game jams to force scope, keep open team communication, choose constraints intentionally, and follow the rule decide and don't accept to turn messy development into sustainable output.
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chapters (6)
- 0:00Start
- 5:45start working on nuclear throne
- 17:46create your own fingerprint
- 25:21create boundaries between creatives and businesses
- 30:04focus on the start of the game
- 31:28some bridges that you build are not necessarily worth keeping up
related talks
52mKeynote
01h 00mManaging Complex, Creative Projects As An Indie Team
58mCurrent challenges for game developers
55mLet’s Call It a Postmortem
31mFighting and surviving during the indie apocalypse
49m"Age of Vaporum". What we've learned from the releases of 2 games and pitching process of the third.
30mWorking with Independent Developers: Lessons Learned Over the Years
42mPanel - The Many Faces of Game Development
