main

DevelopmentExclusive InterviewsIndie

CyberCoconut: Creating With Passion

March 9, 2018 — by Catherine Quinton

Screenshot9-960x540.jpg

The game that won Best of the Show Award at Codemotion 2017 in Milan was The Way of Life Definitive Edition from CyberCoconut. This is the first game from CyberCoconut, with release expected during the first quarter of 2018. They will also compete at the upcoming Indie Prize competition at Casual Connect Europe in London.

Founding a Company with a Shared Vision

CyberCoconut was founded by Davide Caio and Nicolò Azzolini, who met at the 2014 Global Game Jam in Milan. Although they didn’t know each other at all, they quickly discovered they worked very well together. After the game jam they began working together on small projects. Then they released on Steam the prototype of The Way of Life, which they had made during Game Jam. In the first two weeks it had 100,000 downloads, and the community was very enthusiastic, asking for more. Suddenly they were motivated to start their own company and continue working on the game.

ContributionsDevelopmentIndiePostmortem

Pressed Escape: The Making of Path Out

March 7, 2018 — by Industry Contributions

abdullah-featured-image-960x540.jpg

In 2015 a young Syrian artist who had just arrived in Austria bumped by accident into a game designer that had somehow specialized in political games. He joined the designer and his team first as an apprentice, but soon after they decided to embark on an adventure: to make an autobiographical adventure game about escaping from the Syrian Civil War.

The project in a nutshell:

Path Out is an autobiographical narrative adventure, that allows the players to follow the journey of Abdullah Karam, a young Syrian artist that escaped the civil war in 2014. In the game, Abdullah is giving insight to his real-life adventure via video comments that appear throughout the game. While looking like an adorable retro RPG the game attempts to draw the players into the harrowing experiences that Abdullah had to endure during his journey. It also wants to function as an empathic connection between the player and the all too real protagonist. The first chapter of the journey was made available for free on Steam, itch.io and Gamejolt in November 2017.

Exclusive InterviewsIndieStudio Spotlight

ALL CAPS and Disco Flip: When Music is a Key Element of the Game

March 6, 2018 — by Catherine Quinton

Feature-image-1920x1080-1-960x540.jpg

ALL CAPS is a startup game studio based in Aalborg, Denmark. They focus on creating exciting, entertaining games that keep players coming back to play again. Their first game, Block Amok was released in early 2015 and has been nominated for a number of awards. Now their new project, Disco Flip, has won the Audience Award at Game Scope, an Indie Prize Partner event and Denmark’s largest games festival. As winners, the ALL CAPS team was invited to Casual Connect Kyiv and Indie Prize Kyiv. Recently Gamesauce enjoyed asking Brian Nielsen, CEO of ALL CAPS, about their indie studio, their experience at Game Scope and, of course, Disco Flip.

Gamesauce: Tell us about ALL CAPS. What was your reason for founding this game studio? What would you say makes it different from other studios?

Brian: Well, to be honest, we hadn’t thought about founding a game studio. We were just four guys who loved making games and who had been working on a prototype for our first game, Block Amok, while we were attending Aalborg University. We didn’t have a plan for exactly what we wanted to do except we wanted to make Block Amok as awesome as possible as we felt a great game would have an easier time attracting attention from both players and the press.

USA 2018Video Coverage

Finding Success as an Indie | Casual Connect Video

February 26, 2018 — by Catherine Quinton

Featured-image3-960x540.jpg

You know the mobile games market is saturated, with many games coming out every week. And the gigantic companies have a huge advantage; everyone knows who they are and what they can do. So how can you, an indie developer, succeed in this market? And can you do it while staying true to yourself and what you want to create?

There are indie developers who have found ways to compete and succeed. At Casual Connect USA 2018, a panel of these developers shared their experiences in the session Ask the Developers – How Indie Devs Can Compete with Giants and Remain True to Themselves. Here are the participants:

Josh Nilson, CEO and Co-Founder of East Side Games, the studio that created Trailer Park Boys: Greasy Money. This game was a top 100 game in more than 100 countries and had great player reviews.

Julian Erhardt is Producer at Fluffy Fairy Games. He began as one of the first employees one year ago. Now he owns the full release process for all updates of Idle Miner Tycoon and all platforms. He makes sure the millions of players get new content and optimizations every week.

Eiso Kawamoto is Head of Product, Monetization and User Acquisition for Metamoki, the studio that developed and published Mob Wars, Fruit Pop and Tap Mafia. Eiso spearheaded business development and game publishing in a partnership with Warner Music Group, building and successfully launching Wiz Khalifa’s Weed Farm on 420.

The Panel Moderator was Sean Webster, VP of Business Development at AppLovin, a mobile marketing platform that helps developers expand their businesses. Sean brings in new publishers from around the world to a company that processes more than fifty billion ad requests every day.

The panel discussed questions of urgent importance to indie developers, such as: should you take funding and when, and what are the common pitfalls. They also described unique stories from successful indie developers. If you are concerned about how to succeed as an indie, these are the answers and experiences that could help you. Be sure to watch the video of this session!

EventsNews

Indie Prize Winners at Casual Connect USA 2018!

January 18, 2018 — by Catherine Quinton

DSC04513-2-960x540.jpg

The Indie Prize competition at Casual Connect USA 2018 featured many exciting and innovative entries. Casual Connect is now announcing the nominees and winners.

Best Game Audio

The winner of Best Game Audio was Floor Kids, developed by MERJ Media from Canada. Floor Kids is a break dance battle game that rewards musicality, originality and style. It can be played in solo freestyle mode or in two player battles.

Also nominated for Best Game Audio were Stack & Crack, a 3D puzzle game by Jambav from India; Orbit – Playing With Gravity, a game that has players launching planets and attempting to get them into stable orbits around black holes, by HIGHKEY Games from the United States; and Rumble League, a real-time, action packed strategy game by Lorraine Studio of the United States.

Asia 2017AudioVideo Coverage

Jeremy Goh: Making Voice-Overs Work in Perfect Harmony | Casual Connect Video

October 28, 2017 — by David Radd

jeremy-goh-feature-960x540.jpg

Music and sound effects are commonplace in a mobile game, but often the use of voice work is overlooked. Usual reasons include a lack of budget or experience working with voice talents. See the session video below if you want to learn about how the use of voice can bring your characters and stories to life, and if you’re taking the first steps into casting, creating a script and working with voice talents. At Casual Connect Asia, Jeremy Goh, Co-Founder of IMBA Interactive, discussed voice work, noting that “good voice work can give your game relatability and personality, as well as a source of rich feedback for your players.”

DOWNLOAD SLIDES

DevelopmentExclusive InterviewsIndie

Distortions: A Journey of Self-Discovery Through Music

September 14, 2017 — by Catherine Quinton

Menina_e_monstro_promocional_web-960x540.jpg

Distortions, the creation of the game studio Among Giants, is an unusual game that combines music with a journey of self-discovery in the making. CEO Thiago Girello describes the experience as “a piece of our lives during the past eight years.” Among Giants is the winner of the Best Brazilian Game at BIG Festival 2017, an Indie Prize Partner event, with their game Distortions. They competed at Indie Prize and Casual Connect USA in Seattle.

A Process of Experimentation

Distortions began with a group of close friends learning to express themselves through the media of games. They shared a love for games and experimentation but each of them brought a different background, including movies, literature, design, and photography. Their variety of backgrounds had the advantage of allowing new and fresh insights into their game project. As a result, the making of Distortions was a process of experimentation and talking about subjects rarely seen in games. And throughout the eight years they never gave up on the project because making the game was always a fun time with friends, although Thiago does admit that they often say he gets too excited and should choose less ambitious projects.

Exclusive InterviewsIndie

Kevin Beimers: Mona Lisa Stealing a Smile

September 13, 2017 — by David Radd

ML_Promo_Scene1920x1080-960x540.jpg

Kevin Beimers fulfills a lot of roles for Italic Pig: writer, editor, producer, director, animator, artist, designer, developer, coder, and storyteller. He has helped create Schrödinger’s Cat and the Raiders of the Lost Quark with Italic Pig. He noted that what he learned from this was: “the weirder the idea, the less likely it is to be stolen”, which led to the development of Mona Lisa, a game where the titular character is a Renaissance robot art thief.

“I’ve always found Da Vinci fascinating – I think everybody does at least a little bit. I mean, here’s a guy so far ahead of his time, with buckets of ideas, talented in every facet of art and science from inventing to sculpting to painting to engineering to botany to anatomy… and that’s just from the codices that he let everybody have a peek at,” said Kevin. “The thing is, for every time he dropped a bomb on human invention – ‘Here you go, folks: I call it a helicopter. That’ll blow your mind.’ – how many of his ideas never saw another human face? I would imagine that for every codex he felt comfortable putting on display, there’s another 10 back in his basement he never told anybody about, and more than a few that he probably had to set fire to.”

“Then you’ve got the mystery of Mona Lisa: Who was she? Oh sure, historians think they’ve got her pinned down as either the wife of a Florentine cloth merchant, his secret same-sex lover, or Da Vinci himself. In other words, nobody’s got a clue,” he continued. “I asked the question: what could be the culmination of Leo’s work? All of his sketches of engineering works, all of his sketches of the human body, what if Mona Lisa the Painting was not his greatest creation, but Mona Lisa the Girl?

ContributionsDevelopmentIndie

Loteria Latin Bingo: Bartering Through Game Development

August 18, 2017 — by Industry Contributions

LoteriaLatinBingo1-960x540.jpg

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

banner6_additionalgamespt2-960x540.jpg

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.

logo
SUPPORTED BY