The Story of Beatbuddy
summary
Four years of iteration produce a Unity-based game that moves from Unity 2.6→4.1 through five prototypes, wins prototype funding and an Innovation startup grant, earns a German Video Game Award nomination and an IGF honorable mention, and lands a marketing-only publisher for console and Steam release in two months. A claimed music-dependent procedural generator proves unreliable on arbitrary MP3s, so levels become hand-designed while proprietary, patent-pending audio tools supply millisecond-accurate real-time syncing; final product ships with six levels by six artists and playable action-music mechanics.
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chapters (17)
- 0:00Beatbuddy introduction
- 1:09Unity 2.6 to game evolution
- 3:21After Effects inspiration
- 5:24First Unity prototype demo
- 9:06iPhone transition
- 13:25iPhone problems funding
- 18:00Prototype funding MDPG
- 22:15German Video Game Award
- 26:12Music industry funding
- 28:17Steam prototype IGF
- 33:01Sound tech level design
- 35:37Awards publisher talks
- 39:06Hamburg fund team growth
- 42:25PAX East reception
- 45:25Unity 4.1 beta demo
- 50:35Release plans
- 52:08Q&A
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19mFuture of casual music game publishing – Trends, struggles and hacks
49m"Age of Vaporum". What we've learned from the releases of 2 games and pitching process of the third.
