What was the first conversation that made it clear to you that almost no one understands what independent game development is like?
Alex Rushdy Didn’t Technically Choose a Career in Games, but He’s Having a Great One Anyway
The CEO and creative director behind Runbow and Dawn of the Monsters discusses the recent discomfort of running a Unity team, his Godzilla ’98 VHS collection, and more.
Indie Publisher’s “send nudes” Gaffe Highlights an Issue for Studios and Content Creators
Indie publisher Flynn’s Arcade appears to be in full damage control mode after its PR contact wrote an email inviting press and influencers to—among other things—“send nudes” as a favor for Steam keys.
Retro Space Ball Developer Rik Oclon
3D Generalist Rik Oclon calls in to discuss his project Retro Space Ball, how he navigated a huge debacle with a major games publisher (and received no payment), and he gives us some great data about his player base as well as some insight into his marketing and community management research.
Triple-A Veteran Luis Alonso
Luis Alonso of Recombobulator Games calls in to walk us through his experiences contributing to series like Need For Speed and Mass Effect–or if you prefer, Hannah Montana and VeggieTales–before going indie with his wife (accomplished writer Michelle Franklin) to realize a creative vision that’s stayed with him since childhood.
Christopher Arnold of Crowned Daemon Studios
Christopher Arnold of Crowned Daemon Studios calls in to talk about the studio’s mental health-focused game, Syntherapy, the inspiration behind its development, and its reception in the community.
Pitch Anything to Anyone
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I get a lot of pitches. I run several growing social media accounts, I host and produce GameDev Breakdown, and technically, I’m the editor-in-chief here at CodeWritePlay. Sure, I’m usually only editing for myself, but I assure you I’m a handful. It’s a useful mindset because from men’s health experts to annual film awards, people pitch me on what they have to offer each and every day.
Joshua Johnson Returns
Joshua Johnson, CTO of TREE Industries and development lead on Ultimate Disc Golf, calls in to discuss the game’s progress, Epic’s impressive new cloud-based human model generator, Quest 2 development, working with your partner–it’s almost Valentine’s Day, after all–and more.
The Designers Behind CreatorCrate and Operation Armstrong
We close out allllll that Virtual Indie Games Expo 2020 coverage with the creative minds behind the upcoming roguelike platformer CreatorCrate and the asymmetric VR game–that is, co-op between a headset wearer and their smartphone-equipped teammates–Operation Armstrong.
The Designers of Last Call for Alcohol and Assimilate!
The party never stops in this episode as the designers behind the card-based drinking game Last Call for Alcohol and the Jackbox-style party game Assimilate! call in to discuss promoting physical games at a distance, design conventions for unusual experiences, and more.