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Game DevelopmentPostmortem

The Shattering: Making, Not Talking!

October 24, 2016 — by Industry Contributions

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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 Wargaming.net. 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!

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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

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

September 23, 2016 — by Industry Contributions

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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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Mind the Trap: How To Engage Those Who Haven’t Played Yet

August 15, 2016 — by Kenneth Ng of Dissonance Entertainment

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The majority of people buying your game are consumers, not developers. - Kenneth Ng.Click To Tweet

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.


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An Occurrence at Owl Creek Bridge: “We can do a lot with very little if we frame it right.”

December 15, 2015 — by Industry Contributions

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James Earl Cox III is both a graduate student in the IMGD MFA program at USC and a digital wizard. He holds BA degrees in Creative Writing, Mass Communication, and Interactive Media from Miami University of Ohio. James has created over 60 freeware games, exhibiting at numerous venues including IndieCade, DIGRA, EGX, and the Smithsonian. He is ½ of Seemingly Pointless, a nightmare media studio. His games can be found on the Seemingly Pointless website. Currently, he is completing a challenge of making 100 games in 5 years. His Twitter is @Just404it and yes, he would love to watch The Room with you.

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Hue: an experienced team and showcasing your creation as a way to success

December 2, 2015 — by Industry Contributions

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Fiddlesticks was formed in late-2014 by Dan Da Rocha and Henry Hoffman. Da Rocha previously worked on the award-winning indie game Q.U.B.E, whilst Hoffman worked on the BAFTA-winning Windows Phone game Mush. After this Da Rocha and Hoffman tagged up to form Mudvark and create Mortar Melon, which has had over a million downloads to date. Now under a new banner, Fiddlesticks, the duo is working on multi-award winning game, Hue.

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iO - Rolling From GGJ to PC

December 5, 2014 — by Industry Contributions

Founded in 2011 by twin brothers Pim and Jos Bouman, Gamious was originally created to become a traditional game publishing company, but soon turned into a game developer. Selecting specific people for each game project, they aim to create accessible games with pure and original gameplay. Producer Roy van Bijsterveldt talks about their recent project, iO, a physics platformer that has just been released on Steam and other major digital PC platforms.


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