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Exclusive InterviewsIndieStudio Spotlight

Paweł Jędrysiak: Joining the Indie Masquerade

October 27, 2017 — by David Radd

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Paweł Jędrysiak is the Co-founder/Game Designer at Digital Melody. The indie developer created Masky, which was honored with the IGJAM 2016 mobile game category award.

“Participation in game jams let’s you test your skills under pressure of time. It’s also a lot of fun,” said Paweł. “Winning IGJAM 2016 in mobile game category was a truly great award! People appreciate our work while we had tons of fun – for what more could you ask for?”

“Game Jam is an extreme test of our skills as game developers,” Paweł continued. “Working as a team can be compared to a factory. To keep it productive every one needs to focus on their job that’s why we need to understand each other clearly. This kind of experience improves our everyday work. Especially process management and we improve our work as a team.”

The Expanding Polish Development Scene

Digital Melody is supported by Indie Games Polska, a game developer organization in Poland. The organization works to help developers, particularly indies, with support as needed.

Exclusive InterviewsIndieStudio Spotlight

Pajama Llama Games: Finding Treasure in Flotsam

September 28, 2017 — by David Radd

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Stan Loiseaux of Pajama Llama Games is one of the creator of the game Flotsam. The indie game recently won the Grand Prix at White Nights Prague. The White Nights Conference is an international cross-platform business conference for game industry professionals, featuring plenty of networking parties and attended by thousands. As winner, Pajama Llama Games has the opportunity to compete at Indie Prize London at Casual Connect Europe.

“It was amazing and totally unexpected!” said Stan. “We’re still early in development so didn’t even think of winning any prizes anywhere yet. It certainly gives us a lot of encouragement to continue developing, knowing that people like it.”

While it’s a huge moment winning the Grand Prix and receiving a place at Indie Prize, Stan is still very reluctant to give out advice. He says this is his first game and he’s not sure he knows the real keys to success yet.

“If I had to give any advice it would be to start showing your game as soon as possible to other people,” said Stan. “Either to other developers or at conferences like White Nights. We have a small gamedev community in Belgium and we help each other all the time.”

DevelopmentIndieStudio Spotlight

Indigo Entertainment Follows Dreams with Indie Games

June 15, 2017 — by Casey Rock

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Indigo Entertainment was founded in 2007 with the dream of developing games that feature “awesome” intellectual property (IP). For several years Indigo Entertainment pursued that dream, creating games for clients with popular IP.

However, as Indigo Entertainment President and Co-Founder James Ronald Lo notes, “everyone in the game industry has hopes and dreams of building their dream game” – and, in 2016, Indigo Entertainment began its venture into independent game development.

Indie Games

Their first independent game, 2D mobile action platformer Agent Aliens, was born out of a studio-wide call for game ideas – “sort of like a game jam” says James. The only requirement was for the game to be fun because, as James notes, if the gameplay is done right, IP can be built around it.

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Storm In A Teacup Works to Put Italy on the Map

February 28, 2017 — by Casey Rock

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In a world full of competition and business, Storm In A Teacup subscribes to a very unique philosophy: There are no competitors or clients, only friends. This mindset has seen them through the last few years, since their founding in 2013, and guided their growth.

The studio was founded by Carlo Ivo Alimo Bianchi – who has worked for many major gaming companies across the world. However, despite his career success, he ultimately decided to come back to Italy to fund his own gaming company. Along with him, he brought many ideas he’d developed and seen during his time in other gaming jobs.

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Lantern is Storm In A Teacup’s latest game.

Game DesignStudio SpotlightStudios

The Secret Games Company Tackles Colonial India, Procedural Generation in Kim

February 24, 2017 — by Casey Rock

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The Secret Games Company was created in 2012 for the simple purpose of publishing a side project that founder Jeremy Hogan and some of his friends were working on. Since that time, Jeremy has kept The Secret Games Company alive as a vehicle to publish all of his independent work. While Jeremy is the sole founder of The Secret Games Company, he has always had key people working with him on all the projects he’s put his company name behind.

The first project to come out of the company was a board game in which the artist was extremely influential and the second was a strategy multiplayer game in which the programmer was vital. The third and most recent title from The Secret Games Company is Kim – by far the company’s biggest and most ambitious project to date – of which the project’s programmer, Lasse Jørgensen, has been “absolutely integral.”

DevelopmentIndieStudio Spotlight

The Deep End Games: Building a Bootstrapped, Innovative Game

January 18, 2017 — by Casey Rock

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The Deep End Games made a splash on the gaming scene in mid-2015 when they announced Perception, their first-person narrative horror adventure game that puts players in the shoes of a blind woman who uses her hearing and wits to solve mysteries and escape a deadly presence inside an abandoned mansion. The game and studio has been featured in publications such as IGN, Kotaku and PC Gamer.

Here is a quick look at how the studio and game came to be – and some key takeaways other developers might be able to benefit from.

Dynamic Duo

The Deep End Games is the husband-wife team of Bill and Amanda Gardner – who run the studio out of their home. Bill has a history in game development – working at Irrational Games in many positions and on multiple projects – while Amanda has extensive history in writing and English.

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One Day in London: What if the Idea Works? The Story of OWL-Studio

November 25, 2016 — by Industry Contributions

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How do startup companies begin? It’s different for everyone. For some people, having lots of brilliant ideas is the thing, and sooner or later one of them is brought to fruition. Some people polish their single idea for many years before finally finding the resources to bring it to life. For some, it’s happenstance. OWL-Studio’s CEO Vera Velichko shares her experience.


Game DesignIndustryStudio Spotlight

Plarium’s Rise to World Domination

November 19, 2016 — by Casey Rock

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Plarium started out humbly enough in 2009 on Russia’s social networks with only a poker game and a farming game to its name. Today they are the #1 hardcore game developer on Facebook and a major force on mobile that is continuing to grow quickly. How did Plarium get from one to the other? It all comes down to its content, its employees and its players – with a dash of marketing thrown in.

IndustryStudio SpotlightStudios

Ilyon Innovates Amid Rapid Growth

November 15, 2016 — by Casey Rock

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Ilyon has only been on the scene since 2013, but they already have over 40 titles and are continuing to see strong user acquisition and retention growth every month among their various titles. The company, which was started by four former Israeli military officers who worked on their game projects at home, has since grown to 40 employees with an office in Israel.

Scaling growth

The company started around a simple bubble-shooter game with only one game mode which Ilyon COO Ilya Molo says had a “total respectable” 2M downloads. They then took the feedback and data they received from that game and worked on it full-time to improve it. The resulting changes led to 1000% growth in downloads and revenue. Today, the same app has more than 14M downloads.

Ilyon has continuously used this model to grow: Reinvesting in its games as it reaches new thresholds – creating new levels, hiring new designers, adding game modes and improving in-app purchases. Additionally, they create special bubble-shooter apps to take advantage of current events such as the Olympics or holidays.

DevelopmentEditorialStudio Spotlight

GameDuell Studio Spotlight

June 17, 2016 — by Carl Quinton

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I recently went to Berlin to prepare for the upcoming Casual Connect show there in 2017. While there I spent several days visiting a few game studios and other companies in the industry, and I would have to say my visit to GameDuell was one of the highlights of my trip.

I remember my first exposure to GameDuell; they were a Platinum sponsor of Casual Connect Europe. They had a really fun setup with very colorful cube chairs, a projector, big banners labeled “GameDuell is cool” and very eccentric people. If you are lucky enough to visit their office, you will probably agree with me that GameDuell is definitely very cool.

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