Mission Massive Migration is a 2D retro action game created by Iber Parodi Siri under the banner of Rombosaur Studios. It was released to a quietly positive reception on the Google Play store in early January. Though the game is still listed in the 500 – 1,000 Installs range, an average review score of 4.45/5 across a current total of 36 reviews marks a well-received first effort for Rombosaur. Between the game’s retro charm (think of Solar Jetman from the NES days) and Iber’s interesting background, I was curious to learn more about the project and find out what’s next for his studio.
Iber lives in the Tolkienesque Bariloche, Argentina, where he tests and develops software professionally. His free time is a whirlwind of electronics projects, music creation and recording, art, video production, blogging, and software development. He says his passions have naturally led from one to the next, and that the journey started early.
“I’m a guitar player, built myself two electric guitars when I was 15 years old,” Iber says. “I also build my guitar pedals. I’m into hardcore punk, metal, thrash, alt rock, indie rock, and synth stuff…I had multiple bands in the past. My latest was called DAR [“Desafiando a la Realidad” or “Defying Reality”] but I quit because of lack of time and wanted to program more and focus a little bit more on college. Programming is a passion for me, as well as music. I guess I like to create things.”
In this area, Iber is greatly accomplished. In casual conversation he was able to point me to a YouTube channel, a blog, and a Bandcamp profile all full of his creative and technical projects. He participates in a variety of online communities and offers up many of these creations simply for the enjoyment of others.
Iber views game development differently. Though he made Mission Massive Migration available for free, he views creating games as a way to earn income and dictate the next direction for his professional career. To get started, he drew inspiration from a small team famous for shaping their destiny through game dev.
“At the time I started creating [Mission Massive Migration] I was playing Doom: BFG Edition, that comes with Doom, Doom 2, Doom 3, and expansions for all the games,” Iber says. “Doom 3 blew my mind away. I had never played it before…I put like 88 hours into this game. I became a little bit obsessed about it, watching YouTube videos about the creators, reading interviews, and finally reading a book called Masters of Doom. That was the final motivation I needed to make it happen.”
With that motivation, Iber described the 10-month development of Mission Massive Migration as straightforward. He had a specific vision for an Android game with a virtual game pad, and a 2D character to make jump and shoot. He got started with placeholder assets from the internet, while learning conventional game design and development strategies.
Iber says the discovery of some public domain graphical assets created by Adam Atomic gave him an opportunity to focus on development while creating a small amount of retro art to supplement the freely available graphics he had found.
“[Adam Atomic’s] assets contained laser doors, batteries, and powered cells,” says Iber. “Basically I built a game around the art assets I found. I drew the final boss and the first scene on Earth. I’d say that sometimes, if the planets are aligned right, I can make decent retro art.”
This strategic decision allowed Iber to complete his first game in 10 months. He published the game officially on January 7th, showing his work proudly to some of his online communities including Reddit and Twitter.
Iber’s sense of accomplishment gave way to feelings of disappointment.
“To be honest, the game didn’t reach the amount of people I would have liked,” Iber admits. “It got almost 400 downloads in the first 2 days due to a post on reddit/r/gamedev, but then it just dropped to two downloads per day on average.”
Not to be deterred, Iber has remained incredibly gracious with critics and maintains a positive outlook about the road ahead.
“This is definitely the beginning of my career in game development,” Iber says. “I went all in on this game. Of course it has flaws, but I’m really happy with it. I’m already learning new technologies to make better games.”
Iber says he’d like to tackle darker material in the future like his heroes of Doom fame. He acknowledges his flaws in art creation and has an interest in teaming up with a dedicated artist for his next project.
As for fellow aspiring game developers, Iber has both technical and philosophical advice to offer. For programmers interested in creating games, he recommends Java with the Flixel-GDX engine for its clear code and helpful documentation as a free introduction to object-oriented, multi-platform development. For aspiring developers with little or no coding experience, he recommends learning Love2D, a LUA programming language engine that’s simple to learn and allows newcomers to achieve small objectives quickly, which helps with the learning curve.
“That was technical,” Iber says. “But the most important advice I can give is, your first game should be a game that you like to play, a game that you are proud of making, a game that you’re motivated to finish. If you don’t finish a game, you’re not a game dev! You learn a lot by finishing a game. There are a lot of details that need to be taken care of. There’s the publishing part, and the criticism part too that you need to learn how to extract the valuable information from.”
Iber’s social media accounts make it clear that he isn’t resting after his work on Mission Massive Migration. He remains active in the game dev community, still encouraging others to keep pushing and discussing new work of his own. His work ethic and his unfailing optimism make him a great bet in the indie scene’s near future.
“It’s just a dream I have that I will try my best to make it come true,” Iber says. “We’ll see what happens on the way.”