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Loteria Latin Bingo: Bartering Through Game Development

August 18, 2017 — by Industry Contributions

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By Misael Armendariz, Founder, Gorilla Bean Games

Loteria Latin Bingo started as a bargain between Jeff Jensen of Megafuzz in Denmark, and myself in El Paso, Texas. We met at PAX South 2015 in San Antonio, Texas, and exchanged contact information. A few months later we agreed that I would create art for Jeff’s game (not released yet), while Jeff would program for my game, Loteria Latin Bingo. I chose to make this game because it is a link to my Mexican roots and I wanted to bring the old game of Loteria to a new audience in a new light. I wanted to give it my own take on the art, as well as update the gameplay for a satisfying mobile experience. So, I created art for two games at at the same time. In two years, the project was complete and on July 20, 2017, Loteria Latin Bingo was published.

Size matters

I had the idea of making a small game – just something to put up on the App Store – but it seemed ridiculous to just make a game and not go as big as possible. So, after thinking about it, I added all the features that I could think of to the design of the game. I added in-app purchases, helper characters, a map to encourage progression, and XP system to level up and unlock abilities, multipliers, different modes and in-game currency. Then, I talked to Jeff and showed him what I was thinking. It blew him away, I could hear him get nervous. He had agreed to a small game and then I came to him with a huge project. “Hang on”, I told him, “I don’t expect you to do the whole game”. I explained to him that this was the grand vision for the game. I wanted to see how much he was willing to tackle. At this point, I had already done a large portion of the art for his game, so, he knew I was not going to go back on my end of the deal. Being the awesome guy that he is, he agreed to add a map, helper, characters, multipliers, a leader board, a store, an XP system and star system. I was amazed by his generosity. In exchange, I did more artwork for him as well.

Be adaptable

So we got right to work, sort of. We both have clients and other projects to do to pay the bills, so this was sort of a side project. Over the span of a few months he worked on the first playable build and I created the art he needed for both games. We communicated over Skype and shared files via Dropbox. Being on opposite sides of the globe, Jeff was up at crazy hours talking to me most times. There were changes I made to the game design that pushed Jeff’s buttons, but we worked it out and kept going. As we worked, we found that we had to reduce the scale of the game, We were using the Game Maker engine because that’s the platform Jeff knows. It happened that at that time support for in-app purchases and a leader board was lacking in Game Maker, and since we had to cut the store and leader board out, things like XP, levels, a map and star system made no sense. So, the game changed once more. We took all of it out and made it a points-based game. It hurt to do that because the programming for most of it was finished and so was the art. But, looking back, it makes the game easier to get into. Sometimes, games have too much going on and that takes away from the experience. Also, we wanted to finish this journey we had embarked on.

Unforeseen value

Finally, after many ups and downs, we finished the game! It is now up on the Apple App Store and Google Play Store. It’s my first game, outside of a studio, and I couldn’t be more proud. I’ve had the privilege to work on great games like Peggle, Bejeweled3, and Plants vs Zombies; but Loteria Latin Bingo is special – and not just because it’s mine. The collaboration between Jeff and I across opposite sides of the world, as well as the voice actor, Fernando Lamb, and musician from Venezuela, Lion3l, whom I found on Fiverr, made this an international collaboration. I’m blown away by what is possible not just with the technology available, but by trusting people and following through with promises. Trust is a difficult thing to give; I’ve been burnt many times. But, when mutual trust works out, the end product is much more valuable. I don’t just have a game that I can monetize and potentially expand, I also have a friend in Denmark. Now that I have to market this game with an “indie” budget, more friends are showing up, more connections are being made, and more opportunities are available.

EventsIndieNews

The Latest Entries for Indie Prize at Casual Connect USA

July 24, 2017 — by Catherine Quinton

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The latest entries for Casual Connect USA Indie Prize come from India, Germany, the United States, Brazil and Australia. The games span a variety genres and ideas that include making music, shadow puppetry, industry and its effects and Zombie apocalypse. The games are Idle Miner Tycoon, Follower Z, Guns of Icarus Alliance, Until Dead – Think to Survive, Royal Legacy, Cardamom and Projection.

ContributionsIndieIndustry

Bus Beat Down: Using Real-Time Traffic & Weather Data to Fuel Gameplay

July 10, 2017 — by Industry Contributions

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By Mike McCann, Creative Director OF Bus Beat Down, GoRound Games

It got me thinking… I like my job. But the commute? Not so much. And if there’s one thing that’s even worse than the wearisome ride, it’s having to share it with so many inconsiderate boobs. I’ll admit, thoughts of thwarting them has at times consumed me. Having commiserated with an army of like-minded commuters at the Park & Ride, it was plain to see I’m not alone in that sentiment. Yet we suffer through it, quietly wishing for a way to avenge the jerks… without getting arrested. That insight inspired the concept for Bus Beat Down. And that army of like-minded commuters may just be a built-in market that’s ready made for this project.

ContributionsIndieIndustry

Six Tips to Help You Be a Successful Indie Game Developer

June 26, 2017 — by Industry Contributions

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By Matt Garrett, Writer for LaptopNinja

The indie video gaming market is booming today, but although times have never been better for indie developers, it can still be tough for new indie developers to get things off the ground. If you are an aspiring indie developer and you need just a little help getting that first game released, keep reading. Below you will find five tips to help you become the next successful indie game developer.

IndiePostmortem

Venturing Forth with Arclight Worlds

June 18, 2017 — by Industry Contributions

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Since 2007, Sacramento’s active game developer community has fostered growth of game development throughout the region. In 2014, the Sacramento Indie Arcade, a community driven event, was created to help promote local game developers and show the world what is being developed in California’s capital city. Arclight Worlds recently won at this event with their game Venture Forth. As winners, Arclight Worlds has the opportunity to go and compete at Indie Prize Seattle at Casual Connect USA. The following article is a postmortem highlighting Jeremiah Ingham’s vision and search for talent.

By Jeremiah Ingham, Founder and CEO of Arclight Worlds

Deep & Dark

It all started down under, deep underground in Australia. In 2012, I had the amazing opportunity to tour one of the largest cave systems in the world: Jenolan Caves. As we traveled through these colorfully lit caverns, an idea sparked within me, growing, and ultimately evolving into what we now know as Venture Forth. That feeling of mystery and wonder, mixed with eerie suspense, never knowing what you will find down these dark tunnels was profound. I just had to try to capture this in a game. That night, still in the mountains of Australia, I started writing the first lines of code that would become the caves of Venture Forth. At the time, I was still in college, just starting to learn to program, but already addicted to using my new programming talents to create games. After returning to the US, I got one of my college friends excited about the project, and he took on the artistic direction for the game.

ContributionsDevelopmentIndie

Mushroom Wars 2: Concept to Release

May 3, 2017 — by Industry Contributions

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We are proud to introduce our best mobile game finalist Mushroom Wars 2 made by Zillion Whales! As a winner at the GTP Indie Cup event, Zillion Whales has been given the opportunity to compete at Indie Prize Singapore at Casual Connect Asia 2017. The winter season 2017 of GTP Indie Cup has received more submissions than ever. Our jury board was excited about growing professional level of games from CIS indie developers and Mushroom Wars just proved this growth.

This year at GTP, we continue gathering best talents at our event and the summer season will be more helpful for developers not only by a variety of nominations and prizes but also with new Critic’s Choice award from CIS game press critics and journalists. We hope this story about our finalist will encourage you to take a part in the next Cup.


By Ksenia Shneyveys,  Marketing Communications Manager at Zillion Whales

Mushroom Wars 2 is the newest game of a popular RTS series with a rich history.
Back in 2009, inspired by good old Galcon, the original Mushroom Wars was released. We polished this gameplay mechanics to a luster, added signature fungal setting, introduced morale notion and different types of buildings for greater depth.

Mushroom Wars 2 preserved the features that made Mushroom Wars so enjoyable and supplemented them with MOBA elements such as hero characters with unique sets of skills and co-op 2 vs 2 mode. The game is out on iOS and Apple TV. It is coming to Android, Steam, PlayStation 4 and Xbox One next year.

ContributionsDevelopmentIndie

Downward: A Journey into the Post-Apocalyptic Medieval Past

May 1, 2017 — by Industry Contributions

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Codemotion is one of the biggest tech conferences for software developers in Europe with an international network of 40,000 developers and 1,500 speakers. It offers a unique opportunity to all visitors to gather new inspirations, energy, and knowledge in combination with the chance to network and chat with fellow visitors passionate about coding. Last year, Codemotion launched new Game(), a new brand dedicated to Game Development, which aims to become a reference point in Italy and Europe, and to give to the GameDev movement all the importance it deserves.

Codemotion is partnered with Indie Prize. We would like to introduce the winner at Codemotion Rome 2017: Caracal for their game Downward. As the winner, Caracal has the opportunity to attend and compete at Indie Prize Singapore at Casual Connect Asia 2017. The following is a first-hand article written by Alex Angelini, one of the founders of Caracal, about this three man team and tips for indie development.


By Alex Angelini, One of the Founders of Caracal Games Studio

Today we are going to share with you some information about our team Caracal Games Studio and our video game Downward, a first-person open-world parkour adventure set in the medieval ruins of a post-apocalyptic world. In the game, you must seek out the mysterious artifacts that could have a role in explaining a cataclysmic environmental event that brought you to the “End of the Earth”, embarking on a daunting journey through beautiful but treacherous terrains of past civilizations.

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Indie Prize Finalists from Brazil, Canada, Paraguay and Iran at Casual Connect Asia

April 27, 2017 — by Yuliya Moshkaryova

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Developers from Brazil, Canada, Paraguay and Iran will come and showcase their games at the international Indie Prize showcase during Casual Connect Asia 2017 in Singapore!

Game Title: Lila’s Tale
Developer: Skullfish Studios
Platform: VR mobile
Website: www.skullfishstudios.com
Country: Brazil

Immerse yourself in a fantastic and artistic experience, inside a dungeon crawler, crafted for Virtual Reality. Explore the mysteries lying beneath the dungeon, solve chain reaction puzzles and keep Lila safe to find her lost little brother.

The game was selected to Indie Pitch Arena during GMGC Beijing 2017 and will be released in 2017.

ContributionsIndiePostmortem

Rangi: the Making of Funsoft’s VR Debut Title

April 27, 2017 — by Industry Contributions

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Rangi is a game developed by Funsoft. This studio recently won Digital Games Conference in Dubai (DGC). The DGC is an Indie Prize nomination partner. As winner, Funsoft has the opportunity to compete at Indie Prize Seattle at Casual Connect USA 2017. The following is a postmortem of Rangi and the journey in to VR behind it.

By Hatim Bensaid, CEO and Founder of Funsoft

Funsoft is based in Casablanca, one of the largest cities in Africa bordering Morocco’s Atlantic Ocean coast. The team is composed of several ex-Ubisoft employees who have contributed to titles such as Rayman Legends, Rayman Origins, Prince of Persia, Raving Rabbids, and CSI Hidden Crime.

It all started when Funsoft’s current creative director prototyped a VR demo during his spare time with a couple of colleagues. They presented the idea to the studio. The reaction was good, and so the adventure began. Initially intended to be a small game, the enthusiasm around it gradually grew with time, this urged to expand the ambitions and the team on the project, which led to a memorable journey.

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