Urban Hermit Games presents Travelogue

Let’s get to know Nicholas Guttenberg “The Hermit” a little better. In this post he talks to us about the creative process of his game Travelogue. Can you tell us something about yourself? I’m a physicist trying to get into making games in my spare time. Urban Hermit Games is a four-person studio in Oregon – we’re … Read moreUrban Hermit Games presents Travelogue

Puzzle Game Plush – Interview with its Creator

This is Scott Hanks’ interview, creator of  “Plush” and owner of Red Head Games . Thanks Scott for sharing your story with us!

Can you tell us something about yourself?

I started my experience in the games industry in my teenage years as a beta tester for Sculptured Software (later acquired by Acclaim Entertainment). Seeing what it was like to actually work in the games industry dampened my enthusiasm somewhat. That desire was further suppressed by my time in college learning the C programming language. After many years of dabbling in various other disciplines (from writing to plumbing and even talk radio) I returned to my computer nerd roots. While reintroducing myself to this brave new world of programming (which barely resembles the one I once knew in many ways), Red Head Games was created in order to distribute my first game, “Plush”.

What is “Plush” about?

Plush is a unique puzzle game that employs stuffed animal simulation technology for a great experience for all ages. Instead of assaulting your senses to try and grab your attention, Plush combines a cozy theme with a relaxing soundtrack while still providing interesting (and often quite challenging) puzzles to solve.


  • 40 puzzle levels and 3 difficulty options
  • Free play mode (Play Room)
  • Unlockable Sound Board
  • Colorblind Mode

What can you tell us about the development of the game?

Plush evolved from a desire to make a 1st project that was within my ability to complete, but still be something unique and interesting. The puzzle mechanic draws inspiration from the classic riddle of crossing a river with a wolf, goat and cabbage (Google it if you’re not familiar).


This basic concept was eventually combined with the personality imbued by my nieces on their stuffed animals to create an interesting puzzle mechanic.

The first prototype was a simple tile-based program written in Python. I then created a more dynamic version in Unity and once I was convinced the concept was solid, invested in making it into a “real” game. I finished the game first for Mac and PC, but also ported it to iOS and then Android (Unity is amazing I must say).

The whole process took over a year, and required hiring the services of a talented artist, Fabian Schmidt. Other than the art, I did nearly everything myself, including the music (Apple’s Garageband is actually quite powerful).


What advice would you tell people who are beginning with game development?

I read a lot of stories about indie devs and game development in general, but the one thing I never heard was to plan on not making any money until at least your 2nd game. I’ve never heard of a game dev being too conservative on their financial projections, but I hear all the time of those who are too optimistic. It’s pretty much guaranteed that your game will cost more to make than you expect, and earn you less than you’d like.

Oh, and don’t neglect marketing. I assumed that my game would get at least some attention simply because it is unique. I was dead wrong. Marketing is such a huge issue that you should seriously consider partnering with a publisher for that reason alone.


Anything else you would like to share with the audience?

Making games is pretty cool, but shouldn’t be the center of your life. Make sure to keep some balance, and in the long run it will help you make better games and enjoy the experience more (and help you weather the inevitable bad times).



Selknam Defense – A TV Game Made in Chile

A game development competition for Smart TVs LG 2012 2013 platforms at Chile led to the creation of  “Selknam Defense”, a 9 month long project that involved 4 people with different skills. Sebastián Gana, one of the developers behind the project tell us all about the process.If you want to know more about game developing … Read moreSelknam Defense – A TV Game Made in Chile

Juan Afonso – Professor of GameDev and Creator of REALiTY

We thought REALiTY was cool. Then realized it was made from someone who actually teaches game development. Interested? Read ahead!

Tell us something about yourself

Hi there! name is Juan Afonso.
I’ve wanted to make games from the moment I played The Legend of Zelda: A Link To The Past, on the SNES (I was about 5-8 years old). That game made it clear to me that this is what I want to do with my life.
From there I’ve done/learned all I could to be able to some day make my own games (2d/3d art, programming, music, design, etc)

Describe us your game

A simple puzzle game based on a dream I had. Consists of 5 Acts.
With a meaning behind each one.
Hope you like it.

Where did the game idea come from?

Personal experience / dream

What can you tell us about the development of the game?

I am the only developer/artist/designer. I woke up one morning after having a long and complex dream, and as I was going to write down what I had dreamt, it hit me. The only way I can express how each event felt is to make a game about it. And since dream memories fade quickly, I made it my personal challenge to finish the game in 24 hours or under. It ended up taking me around 18.5 hours from start to finish. The art was made using Unity3D geometric primitives, and animated by code, no external 3D modeling software was used.

after making REALiTY I had another idea floating around and made 
http://www.kongregate.com/games/ClairvoyanceDev/the-labyrinth in about 3-4 hours from 0 to 100%

What is the most important thing you learned when making this game?

Exploration as a Developer (creativity)

What advice would you tell people who are beginning with game development?

The advice I give my students on the faculty I teach Game Development/Programming at is that: you have to be clear of what you like, and why you like it. This matters to no one, except for yourself.
Once you have this answer the next step is making sure you like the PROCESS it self, by this I mean that make sure you like doing the task required to create/complete a game (this is not the same as liking the end product).

But! do not fear, never mistake being new at something with not liking something.
Making games is hard work, it’s the mash up of many disciplines , and even something simple like REALiTY that I’ve made in under 24 hours, it’s only so, because I’ve been doing this for the past 10 years.

Never give up!

Anything else you would like to share with the audience?

I’ve started developing my new game already. This will not be 1 day developed game. I have many months ahead of me before I can give you a peek of what I’m doing 😀
Until then…

Juan Afonso


Many many thanks Juan! We’ll be expecting your news about the new game.

[button link=”http://www.kongregate.com/games/ClairvoyanceDev/reality” target=”_blank” style=”none, small, large, biglarge” title=”Play REALiTY”][/button]

Fun and Video Games: Interview with Michael Zupecki

1-Can you tell us a bit about yourself and your gamedev experience? Sure thing! So my name is Michael Zupecki and I’ve currently completed about 27.16 laps around the Sun. I enjoy reading, cooking, science, snowboarding and, of course, games – including the playing, discussing and making of. At the risk of this sounding like … Read moreFun and Video Games: Interview with Michael Zupecki

Lost Decade Games – HTML5 to the Crypt.. and Beyond

lost decade games interview

Lost Decade Games is an award winning indie game development studio from California founded by Geoff Blair and Matt Hackett. They’ve been focusing on HTML5 from the very beginning, when HTML5 gamedev wasn’t yet known and when game engines like Quintus or LimeJS weren’t around to make our lifes easier. Besides making games that can … Read moreLost Decade Games – HTML5 to the Crypt.. and Beyond

Andrzej Mazur Interview – Creator of Captain Rogers

This is the conversation of the Game Dev Academy with game developer Andrezej Mazur in regards to his new game Captain Rogers.

Tell us something about yourself and your company

Enclave Games is an indie game development studio focused on mobile HTML5 games. I’m an HTML5 games developer, blogger, speaker, founder of Enclave Games, creator of the js13kGames competition and Gamedev.js meetups organizer.

Describe us your game

It’s simple, yet very engaging game about brave Captain Rogers and his escape through an asteroid field. Tap the screen to fly up, release to fly down. Collect the stars and shields, avoid asteroids and mines. Grab the bomb to blow up everything on screen!

Where did the game idea come from?

My friend (and gfx designer) Robert created the character of Captain Rogers and I came up with the game mechanics.

What can you tell us about the development of the game?

The game itself is quite simple – I was working on the coding part (using ImpactJS game engine) and Robert Podgórski from Blackmoon Design did all the graphics. The game was targeted for Firefox OS devices. The development of the game took me about two weeks and after that it was another two weeks for fixing bugs and adding more features. In the next month I was tinkering with it from time to time to make it polished and totally bug-free.

What is the most important thing you learned when making this game?

It’s all about the details – having the game small, but with nice graphics, polished and bug-free.

What advice would you tell people who are beginning with game development?

Learn, code, debug, repeat. Gain experience, be patient. Sooner or later you’ll achieve your goals.

Anything else you would like to share with the audience?

Check out the game in the Firefox Marketplace, play and rate it if you like it!


Thanks Andrzej! Best of luck!

[button link=”http://enclavegames.com/games/captain-rogers/” target=”_blank” style=”none, small, large, biglarge” title=”PLAY Captain Rogers”][/button]

Nadbor Drozd – creator of Turing “Don’t take game advice from non-gamers”

WARNING! Great advices below. Nadbor, the creator of the web game called Turing has learned a lot by creating his game and wants to share his experience with us. Keep reading!

Tell us something about yourself

I’m a failed physicist – grad school dropout – turned programmer. I currently work in an ad agency developing bidding algorithms for real time bidding. In my free time I run programming workshops for schoolchildren, make games and study for quant interviews. I love math, physics, video games and problem solving of any kind.

What is your game about?

Turing is a robo-flavored puzzle game about programming. It consists of some easy and some not so easy algorithmic problems expressed in a way understandable by both a 10-year old and his grandma. As such it can be used as a resource for teaching programming to children, but even experienced developers find some of the levels challenging (I am told).

Where did the game idea come from?


What can you tell us about the development of the game?

It was all me, it took me most of the evenings and weekends from January to June 2013.

What is the most important thing you learned when making this game?

Deliberating over the best possible choice of technology/style/architecture/whatever actually takes more time than just going with any choice and getting to work right away. And that’s even if it means sometimes wasting time on dead end ideas. Actually no time you spend working is wasted – you will be that much smarter for it.

What advice would you tell people who are beginning with game development?

  • Don’t wait for a better time. Start working now. Don’t try to learn everything before you start. You will learn as you go.
  • Prototype everything. In code, on paper – whatever. It will let you find flaws in your game at a stage when they are still easy to fix (or change direction altogether). It will also allow you to easily communicate your idea to others maybe even ignite some interest
  • Don’t go bragging about your game until you have actually something to show – you will be more motivated to work this way. You would think that having friends waiting for the creation that you announced would be motivating but it’s not. It makes you spend all your action points on talking and not working. It’s much better to set yourself a goal like: I will post on fb that I’m making a game no sooner than when I have the first level ready. 
  • Don’t take game advice from non-gamers. They have no clue and are in general awful human beings 
  • Use an IDE. I know notepad++ is awesome, but after a couple hundred lines of code things start to get messy 
  • Pretty much regardless of you own skill level you are going to meet more experienced programmers. Some of them are going to trash-talk the technology you are using and all of your design choices. If they offer very concrete, achievable alternatives – then maybe listen to them. Otherwise – avoid at all cost. If everyone spent time trying to satisfy standards of elitist grumps, nothing would ever get done. First make a game that works, perfection will come later.


Thanks for all of your advices! Your effort is shown on your game and we wish you the best.

[button link=”http://turing-game.pl/” target=”_blank” style=”none, small, large, biglarge” title=”PLAY Turing here”][/button]

Creator of Ku: Shroud of the Morrigan, Ralph Croly

Ralph Croly is the creator of this fun game called Ku: Shroud of the Morrigan. He talked to us with a very funny tone. If you want to learn and laugh at the same time, read on at this funny character.


Can you tell us something about yourself and bitSmith games?

We’re a bunch of ne’er-do-wells from Dublin, Ireland who have been slogging away making games in various grotty lairs since 20-dickinty-11. Our main goal is to have fun, and force other people to too. Whether they like it or not.

Describe us your game

Forged from an ancient tale of Celtic mythology. An action-adventure set in a future Ireland devastated by technomagical war and economic collapse, humanity clings on by using the remnants of technology that survive. When their ancient spring of life begins to fail, an unwanted orphan child must leave the safety of his villages’ mountaintop refuge. With only an ancient sword and a mysterious metal glove, he ventures into lands unexplored and twisted by strange ancient powers.

– Celtic-punk – a fusion of Celtic and steampunk aesthetics
– A rich and intriguing world, brought to life by beautiful hand-drawn sketches, lovingly painted and animated in high resolution
– A lush world populated with strange creatures and vicious enemies, born in the cauldron of war
– Fast-paced combat and epic boss encounters
– Critically acclaimed original soundtrack – Music from Irelands premier independent electronic artists
– Play in Irish – a full Irish translation of the game.

Where did the game idea come from?

We wanted to make a game based on Irish Mythology for a change, so we based it on The Táin, the ancient Irish epic that features our greatest hero: Cúchulainn

What can you tell us about the development of the game?

The original members of bitSmith Games started making Ku as our final project in our Digital Media/Games design Masters in DIT Aungier st in 2011. After we left college we kept on going, forming bitSmith soon after, and taking on two more members. We luckily got into an accelerator course in the NDRC in Dublin, which helped us pay the bills, and gave us some much needed business savvy. Enterprise Ireland also helped to fund us, and we released Ku on iOS in January of this year, with Android, PC and Mac following a couple of months later. We also have plans to release a Linux version soon.

 What is the most important thing you learned when making this game?

Patience is a virtue, and iteration is king 😛

What advice would you tell people who are beginning with game development?

Jump in! The tools are cheaper ( free! ) and easier to get to grips with than ever, so if you want to do it, just do it! Don’t be afraid to fail, you will learn a lot and be three times as strong the next time. Also – show your game to people as early as possible – it will save you a million headaches in the long run.

Anything else you would like to share with the audience?

I like turtles.


Thank you Ralph for this fun interview.

[button link=”http://bitsmithgames.com/Games/ku-shroud-of-the-morrigan” target=”_blank” style=”none, small, large, biglarge” title=”Download Ku: Shroud of the Morrigan for iOS, Android, PC, Mac & Linux”][/button]