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.”
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.
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.
“We are based in Argentina, the land of “Yerba Mate”, “Dulce de Leche”, “Asado” and the most beautiful women in the world! Our team consists of five crazy yet talented guys, each one with their pros and cons… Mostly cons. :P” – says Pablo Martin Navajas, the co-founder of 3OGS, as he shares the story of their VR creation The Biumbis, that has traded the common realistic VR games look for a cute and cartoonish one.
Nela System is an indie team based in New York. Zack Zhang founded the studio in 2015, and was initially the sole developer crafting the game, Signal Decay, for a long time. Now Nela System is working on bringing Signal Decay to Steam and consoles. Zack recalls how it’s all been since the beginning.
What do you do when you’ve already released 2 games with the same character and similar mechanics? Drop that character into an altogether different environment, of course! Experiment with him and try to broaden his brand! Refactor some existing art, add some new, and test an unrelated market! “And that’s just what we did”, says Zygobot‘s co-founder and developer John Amos as he shares the story of the newest addition to the Divey Jones series, Memory Diver.
During the last weeks of July, our team of Dissonance Entertainment has been hit by a whirlwind of exciting events. Mind the Trap won the Best Multiplayer Game award and was nominated for Best Game Design at the Casual Connect 2016 trade fair. In addition to that, we locked in meetings with publishers, got approached by freelancers and marketers, got the game Greenlit after nine days on Steam, and for the first time had a post hit the front page of Reddit with over 7000 up-votes.
Hermit Crab is a game studio based in Porto Alegre, South of Brazil, founded in July 2014 by Wallace Morais. He expanded the studio inviting Guilherme Goncalves in 2015 and Matheus Vivian in 2016. With 9 games launched and one in beta, the studio has now focused on a new business model as they have gone more indie. Wallace sheds more light on their newly discovered direction.
34BigThings is one of the biggest indie game studios in Italy. Founded in 2013 and self-sustained throughout, they launched their first game Hyperdrive Massacre in 2015, while working on their much more ambitious futuristic racer Redout. The team’s lead game designer Giuseppe Enrico Franchi shares the story.
Infinity Levels Studio, the winner of Indie Prize Best Mobile Game nomination at Casual Connect USA 2016, is a small Thai-based games studio that focuses on building differentiated gameplay and amazing artwork. Coming from a not-so well-known place to produce innovative mobile games, and due to the competitive nature of the category, Nikki Assavathorn, the head of the studio, was pretty sure they wouldn’t win anything. So she sat at the back of the room and didn’t realize her studio has won the award, and only an hour later, when she chatted with the other gamers, she found out that Blades of Revenge has won.