Game DevelopmentPostmortem

The Shattering: Making, Not Talking!

October 24, 2016 — by Industry Contributions


Bla Bla Games is a small yet proud indie team of two people: Vlad Kryvoborodov and Sergey Smirnov, who met each other while working at Now, separated by more than 2.000 kilometers, guys are on their way of shipping The Shattering globally. Vlad is happy to share their story below.

Bla bla bla, yeah we are!

A prototype conceived in the kitchen during a lunch break.

I believe that miracles happen in kitchens. Why, you will ask? Well, my wife Nushka started one of the biggest fire festivals in the world (Kiev Fire Fest) just chatting with friends and drinking tea in her kitchen 10 years ago. Same happened to me and Sergey. We were talking and going mad with some game ideas just on a lunch break at the kitchen, and a month later we had our prototype up and running. We called it The Shattering and people enjoyed it.

Game DevelopmentPostmortem

Fun Kid Racing – Accidentally Born Successful Game

October 6, 2016 — by Industry Contributions


Tiny Lab Productions started its activity in early 2009 as MMORTS (massively multiplayer online real-time strategy) game developer and publisher, it was also a member of the first European accelerator of GameFounders and is one of its current active mentors.  Nebula 44, Orborun, Endless Horizons are just a few well-known company’s products. Despite moving on to browser games, they decided to try their luck in mobile as well. In 2012 after a first successful title for kids in the Google Play store, the  company shifted its business direction to the mobile games industry by creating casual and free-to-play mobile games for kids and toddlers. Their most popular game is Fun Kid Racing which recently hit 10 million downloads.

Game DevelopmentPostmortem

The Rabbit and the Owl: A Personal Experience-inspired Game

September 23, 2016 — by Industry Contributions


The Rabbit and the Owl is the debut game of Formal Sheep, a game development company founded by Gary Chao in March 2016. It was greenlit at #24 on Steam in March and has been exhibited at the Sacramento Indie Arcade, iFEST, Power of Play, and Indie Prize. The game was also  shown at PAX West in the PAX Rising section and had their Kickstarter campaign funded by day 5. Gary Chao tells more about what inspired the game’s development, and how exactly.

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Party Hard: Community-Driven Updates

September 16, 2016 — by Orchid


The Ukrainian team of Pinokl Games team was working on a huge ambitious project of Mecha Titans and some other casual and family-friendly games… and then got tired of that all. They unleashed their darkest thoughts and participated in Kanobu Game Jam with Party Hard, a game of a bloody massacre at a noisy neighbors’ party at 3AM, or “third-person urban conflict simulator” as they describe their creation.

The bloodthirsty theme found a response in the hearts of Casual Connect Europe 2015 critics, having brought the team the Critics Choice award in Indie Prize. The team recently celebrated the 1st anniversary of Party Hard launch, having scored numerous other awards and gaining a massive creative fan base. Pinokl Games’ marketing manager and producer Alina Husevyk shares the most noticeable learnings of the year.

Game DevelopmentPostmortem

Iron Tides: From Board To Digital

September 8, 2016 — by Industry Contributions


Crash Wave Games, founded in August 2015, is an unusual pairing of two game developers from Finland and South Africa. As two developers of entertainment, the Vancouver-based indie studio has travelled all across the city and its borders for opportunities to showcase their first turn-based tactics game Iron Tides for the PC/Mac. The duo emerged from the hustle-and-bustle world where they met and made a pact to pursue the lifestyle of their dreams.

Game DevelopmentPostmortem

KTplay – Retention Through In-Game Communities

August 31, 2016 — by Spencer Liu of KTplay


KTplay is a solution for instant mobile in-game communities headquartered in Beijing with offices in Boston. Founded by Spencer Liu, inspiration struck when he became increasingly frustrated about having to leave the games he was playing in order to hunt across the web for tips to advance to the next level. Spencer shares the story of the startup’s successful evolution from idea to product.

Game DevelopmentPostmortem

3 Nights In Chicago: Wherever the Project Goes

August 28, 2016 — by CS Wallace of MarcoPolo Learning


As designers, we often sit down to work on a new game with a (so we think) clear idea of what we want the end product to be, or at least a set of core design goals we’d like to reach. Over the course of creating our masters thesis, my team and I learned to let go of our ideas and let our game organically become what it wanted to be, rather than trying to force it to be something it couldn’t.

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IMBA Interactive: Sounding Off in Singapore | Casual Connect Video

August 24, 2016 — by David Radd

Sensitivity, empathy and grace should be (equal to) assertiveness and confidence. - Gwen GuoClick To Tweet

When it comes to working with sound designers/composers, there isn’t a one-size-fits-all way of having an effective audio pipeline; it depends on which practices suit your company’s working style or culture the most to bring out the best in your game. In their Casual Connect Asia 2016 lecture, IMBA Interactive’s co-founders Gwen Guo and Sharon Kho shared various project postmortems from small, bite-sized casual games to AAA titles, and discussed how you can find the best audio pipeline for your team. They mentioned: “(Sound designers) ask a lot of questions. Besides technical requirements, we ask to understand the soul of the games.”

Game DevelopmentPostmortem

Gamester: A Game About You and Friends. Yes, You!

August 23, 2016 — by Industry Contributions


Giant Fox Studios started about 5 years ago, and the team was initially working on Flash games. Since then they developed close to 200 games. At Casual Connect USA 2016 they presented Gamester – an opportunity to be in your own game: just take a pic, select the genre, environment and enemies. You can even use your own storyline and add voiceovers! CEO Jaime Fraina tells more.

Game DevelopmentPostmortem

Veterans Online: From The First Studio of Tunisia

August 22, 2016 — by Industry Contributions


Nuked Cockroach is an indie game studio based in a small country in North Africa: Tunisia, where the video game development industry is not a thing. They decided to start their own project and try to compete with international indie studios. The team started very small with only one programmer, one 3D artist and one concept artist, and it started expanding along with project vision, to eventually reach a total of 15 members: developers and management included. They share the story of their creation, a multiplayer shooter called Veterans Online.