~/talk

Let’s Call It a Postmortem

TalkinSpanishat Gamelab Barcelona 2020 Live · 2020-06-23..06-25· [game-development]
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slides:none on file

A developer recounts the development history of an indie game called Berlin Bites: started studies in 2012, completed a programming master in 2017, built a vertical slice with a 16‑core team that expanded to 40+ collaborators, won a PlayStation Talents award but missed the 2018–2019 release window and remains unfished due to funding gaps. Practical lessons include: prototype before committing; don’t build a custom engine—use established engines like Unity; treat budgets and leads as essential; expect QA to take far longer than planned; and plan for team churn and marketing early.

AI-written summary · about

  1. 0:00Introduction
  2. 2:13Career phases
  3. 7:04Berlin Bites Simbad
  4. 10:13Game dev phases
  5. 18:52Errors Berlin Maitén
  6. 21:44Choosing game engine
  7. 24:14Passion challenges
  8. 27:53Transition to Nutritional Value Prison Studios
  9. 29:18Freelance vs employment
  10. 35:10Promotion growth
  11. 37:18Salaries expectations
  12. 39:48Developer survey 2-5 years
  13. 41:35Common indie mistakes
  14. 46:25Industry advice
  15. 48:13Jobs in Spain
  16. 49:16Portfolio importance
  17. 51:44Final tips
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