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Game DevelopmentPostmortem

Fhacktions: Sailing through uncharted waters

September 11, 2017 — by Industry Contributions

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By Juan de Urraza, CEO of Posibillian Tech

Posibillian Tech is the game development studio behind Fhacktions, a location-based MOBA mobile game set in a future world ruled by factions of hackers. The studio is based in Asunción, Paraguay, with 12 full time employees. It was founded in 2015 by two software engineers and lifetime gamers, Juan de Urraza and Gabriel Villalba, who previously developed some small games while studying at university, but never as professionals.

The beginning of all

Game Development

Digital Melody: “Never Borrow Money to Develop Your Game.”

June 22, 2017 — by Industry Contributions

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“Indie Games Polska is a developers organization, like many in Europe, only for Poland”, founder and board member Jakub Marszalkowski explains. “We are working to help developers, mostly indies, as they need support the most. IGP is quite new, formally it exists since the end of 2015. You could find some of our earlier activities, but this still would be 2015.”

Indie Games Polska has been involved in IGJAM 2016 as well. The winner in the Best Mobile Game Category, a game called Masky by Digital Melody Games, participated in Indie Prize at Casual Connect in Berlin.

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Alice In Cube: New Angle Of Puzzles

April 7, 2017 — by Orchid

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A director, 2 programmers, an artist and a musician – they’re all from the team of 5 students from Ajou University in Korea, who made the puzzle game of Alice in Cube that would challenge even a seasoned puzzle games player.

“The reason why I created this team was so simple: I just wanted to make games. I was seeking for friends who were passionate about games, like myself, and four months later I finally found them all”, says director and project manager Kim TaeWoo.

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Madness Road: Showcase (in Life), Destroy (in Game)

December 3, 2016 — by Orchid

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Cells Games is a small indie team of professionals that got together a few years ago. But it was just in the beginning of this year that they found time to focus on a project. The team got even more tight-knit when they started preparing for the Game Jam Kanobu 2016 contest where they eventually won the  Unity Special Award there.

“We work remotely, everyone being in different parts of the world: I’m in Kyiv, our programmer Sasha is in Krasnoyarsk, another programmer Misha and artist Andriy are in Dnipro, and sound designer Anton is in St. Petersburg. So yes, it’s all remote, but this doesn’t get in our way to communicate and have good workflow”, says the studio’s CEO Eugene Lavrinenko as he shares the story of Madness Road, a mobile racing game inspired by post-apocalyptic movies about total destruction.


Game DevelopmentPostmortem

Cognition: An Iterative Process

November 10, 2016 — by Industry Contributions

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LunaFive is an indie studio from the USA, consisting of (surprise!) five members, who came out of the New York University Game Center’s MFA & Incubator program with the goal of making memorable and satisfying indie games. Their debut game, Cognition, is a “tapformer,” a platformer where you move by tapping. Guide Click and Cogsworth, two perpetually rotating cogs, through a series of surreal and increasingly dangerous maze-like environments. With a simple movement system and endearing, whimsical characters, Cognition is designed to be played by anyone, anywhere; the team is happy to shed some light on their development process and the decisions that took the game where it is now from a drastically different beginning.

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Blades of Revenge: Let the AI Test

August 12, 2016 — by Industry Contributions

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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.


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MagiCraft: A 3D Version Turned Into A Franchise

December 15, 2015 — by Industry Contributions

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Storm Bringer Studios is a Georgian game company (Founded in Estonia in 2013). It’s based in Tbilisi, and the team was working on various games long before that, releasing PC and console titles mostly as outsource projects. By the end of 2013 Storm Bringer founders participated in the GameFounders program and that changed them forever: they started thinking BIG! The company’s CEO and founder Irakli Kokrashvili shares the story of one of their recent creations, MagiCraft. Meanwhile, the team is now preparing the VR game called Warlock VR that they’re planning to bring to Indie Showcase at Casual Connect 2016 in Amsterdam.

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Skatelander: How To Make The Most of a Showcase

November 5, 2015 — by Industry Contributions

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Founded back in September 2011 by 4 friends and gamers, underDOGS Gaming Studio is one of India’s most lean game development and publishing companies. With already 6 games for Android, they have released their latest game Skatelander on iOS and are doing quite good. It’s a game that started as a 2D project and turned into an endless 2.5D experience. It was nominated for “Best Game Art” at Indie Prize Casual Connect Singapore, and UnderDOGS’ founder Vaibhav Chavan now tells how this influenced his studio and the game. 


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Zygobot’s Accidental Odyssey: The Divey Jones Series

September 30, 2015 — by Industry Contributions

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The story of Divey Jones: Bitey Shark (and, more specifically, the entire line of Divey Jones games) stems from one of those circumstances where you really don’t know you’re making a game until it’s almost done. You think you’re just prototyping an idea, you think you’re just tinkering and learning new tools and skills…and suddenly you have a viable product. You look at your teammates and say, “Hey, with a little push, this could be a shippable game!” –  Zygobot founders and developers Roy Papp and John Amos thought. John tells what happened next.

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Star Chef: Your Early Adopters Should Define Your Roadmap

September 21, 2015 — by Industry Contributions

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“I want to tell you an incredible story, not just an indie postmortem with lots of great numbers, pretty pictures, tutorial funnels, core loops, etc. of yet another great game. This should be something different that hopefully you have never read before”, says 99Games‘ business performance manager Filippo De Rose as he shares the story of Star Chef, the game he showcased at Indie Prize USA 2015.

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