Indie Dev Podcast

Tag: PC


Howard is an industry veteran who now works in academia at Shawnee State University’s game development program in Ohio. Before working in education, Howard had roles at AMD, as well as Sony, specifically at Verant in San Diego, where he worked on Everquest.

As someone who has spent a large amount of time playing this game during my middle and high-school years, I’m a huge fan. We discuss his time building lasers for the Department of Defense, writing assembly code to optimize Everquest, as well as finding work on BBS boards in the mid-90s.

This is our longest episode yet, and perhaps the most technical one (or at least on par with the FNA episode!)

EDIT: I’m aware that I didn’t edit out the small segment ~ the 31 minute mark. Working on that this week! 

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All music is courtesy of Benjamin Briggs

Benjamin Briggs
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Kevin Giguère is a  programmer in his thirties from Quebec, Canada, and the man behind Dragon Slumber, a studio behind the SNES inspired  RPG Arelite Core, created with XNA.  Originally started as a dream project to create his own game from scratch, Kevin has done everything himself.

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Benjamin Briggs

All music is courtesy of Benjamin Briggs.

All music is courtesy of Benjamin Briggs

Benjamin Briggs
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Livid-Interactive

Melissa Pennock, Jacob Pennock, and Mike Schaiman

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Joining me today are Game Designer / Leader Developer Jacob Pennock, Executive Producer Mike Schaiman, & Art Director Melissa Pennock of Livid Interactive.

We talk diversifying a studio, making money in the middleware marketplace, how to stay afloat as an indie, and how they use Intel’s RealSense technology and Unity to create their gesture based first person combat game, Head of the Order.

In 2010, the husband/wife team of Jacob and Melissa Pennock founded a small studio in North Carolina called Unicorn Forest Games. Unicorn Forest was mainly focused on providing outsourcing services, for games on facebook and mobile devices.

Soon after arriving in California, Jacob was introduced to Mike Schaiman, and joined the team at Helios Interactive. Helios uses a variety of technologies to build interactive experiences for consumers in retail and at large events.

In 2013, Head of the Order, a tech demo,  was entered into Intel’s Perceptual Computing Challenge, and took the first place prize in the games category.

Early in 2014, Helios took notice of the potential of the game, and the saw an opportunity for the company to open a new games division. So Livid Interactive was created, under the wing of its parent company, Helios. Their latest title, Head of the Order, is a magical fantasy game played entirely with gestural spell casts. It’s format is similar to a tournament style fighting game but with magic instead of martial arts.

All music is courtesy of Benjamin Briggs

Benjamin Briggs
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Wimbus

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Founded in 2011, and based out of Wilmington DE, Wimbus Studios is the culmination of a few friends wanting to get together and make video games! Fueled by the passion to make awesome games that they would love to play themselves, Wimbus Studios is dedicated to making games that don’t suck! Their first title, The Island of Eternal Struggle, is a turn based RPG adventure.

Joining me today is Steve Sefchick,  and Mike Williams. Becky Mount is also part of the team, but not able to make it on that evening. Join us as we talk about how they got started, why game development can often take so long, and their decision to stick with XNA and MonoGame at this time.

Benjamin Briggs

All music is courtesy of Benjamin Briggs.

All music is courtesy of Benjamin Briggs

Benjamin Briggs
-----------------------


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Listen to the podcast here.

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Download the .mp3 here

Total Monkery is an independent game development company and family business with a healthy fixation on mockery, puns and primates. Created in 2012 by game development veteran Richard Weeks (LucasArts, Psygnosis), Total Monkery aims not only to produce high-quality products, but also to foster new talents, collaborate with passionate indies and contribute value to the industry we love.

We talk the FM Towns Marty, his experiences at Psygnosis and LucasArts, and the necessary skills for establishing and maintaining a studio of his own. Furthermore, we conclude the discussion with the importance of keeping in touch with your audience during development, either by use of Twitch.TV, blogging, and attending industry events.

Benjamin Briggs

All music is courtesy of Benjamin Briggs.

All music is courtesy of Benjamin Briggs

Benjamin Briggs
-----------------------


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