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	<title>Gamesauce: Global Inspiration for Game Developers &#187; Exclusive Interviews</title>
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		<title>Big Fish&#8217;s Sean Clark on Point-and-Click Adventure Games&#8217; Rebirth and Showing Passion for Your Work</title>
		<link>http://gamesauce.org/news/2013/05/09/big-fishs-sean-clark-on-point-and-click-adventure-games-rebirth-and-showing-passion-for-your-work/</link>
		<comments>http://gamesauce.org/news/2013/05/09/big-fishs-sean-clark-on-point-and-click-adventure-games-rebirth-and-showing-passion-for-your-work/#comments</comments>
		<pubDate>Thu, 09 May 2013 19:00:50 +0000</pubDate>
		<dc:creator>Catherine Quinton</dc:creator>
				<category><![CDATA[Business]]></category>
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		<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[Online]]></category>
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		<category><![CDATA[Sean Clark]]></category>
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		<guid isPermaLink="false">http://gamesauce.org/news/?p=10876</guid>
		<description><![CDATA[Sean Clark has worn many hats during his time in the games industry. From designer to studio director and everything in between, Sean’s passion never seems to run out. He worked at Playdom, Electronic Arts, and LucasArts before settling as Director of Content Production at Big Fish Games. He enjoys everything he does in games,...]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.linkedin.com/pub/sean-clark/9/252/a72">Sean Clark</a> has worn many hats during his time in the games industry. From designer to studio director and everything in between, Sean’s passion never seems to run out. He worked at <a href="http://www.playdom.com/">Playdom</a>, <a href="http://www.ea.com/">Electronic Arts</a>, and <a href="http://en.wikipedia.org/wiki/LucasArts">LucasArts</a> before settling as Director of Content Production at <a href="http://www.bigfishgames.com/">Big Fish Games</a>. He enjoys everything he does in games, but what is most important to him is the fun of building entertainment experiences. &#8220;I get a rush from being a part of something coming together through a creative and collaborative effort, and I still get that rush working on great games at Big Fish,&#8221; he says. We were able to catch up with him to discuss his view on creating and producing games.</p>
<h2>For the Love of Games</h2>
<p>Growing up playing Pong and Atari games on the old family TV, Sean learned to love games early in life. When Atari released a Basic Programming cartridge, he immediately began learning the language and realized that programming consisted of a series of logical instructions. He discovered that building games could be an actual job.</p>
<p>Still, he did not plan for a career in the games industry. He graduated from Sonoma State University with a degree in Computer Science knowing he liked building things in software, especially games. LucasFilm Games (later LucasArts) happened to be hiring junior level programmers at that time. Up to this point, Sean had only created games as a hobby, but this sounded like the perfect opportunity for him. He was right: it turned out to be a great time to join the company.</p>
<div id="attachment_10907" class="wp-caption alignleft" style="width: 351px"><img class="scale-with-grid size-full wp-image-10907" alt="Sean Clark at LucasArts" src="http://gamesauce.org/news/wp-content/uploads/2013/04/seanclark-at-lucasarts.jpg" width="341" height="265" /><p class="wp-caption-text">Sean Clark at LucasArts</p></div>
<p>All of a sudden, he was working with a group of people just as passionate about games as he was; real artists, musicians, programmers&#8211; talented professionals who could bring unique creative elements to the product. “It was a blast!&#8221; Sean says. &#8220;It was also an experience that has helped me through my whole career, right up to today as 3<sup>rd</sup>-party Director at Big Fish, working to bring fun game content to the company.&#8221; In all the roles he&#8217;s done, he&#8217;s always shown his love of games. He looks for the same passion and excitement for a game from developers, both internally and externally.</p>
<h2>Point and Click Adventure Games Anyone?</h2>
<p>Having been involved in multiple projects in a variety of roles, Sean has a soft spot for point-and-click adventure games. While at LucasArts, Sean helped develop <a href="http://en.wikipedia.org/wiki/The_Secret_of_Monkey_Island"><em>The Secret of</em> <em>Monkey Island</em></a> in 1990, a popular point-and-click adventure. It was a great experience, but problems always arise, and the solutions were often unique. Sean learned a lot about problem solving and creatively mitigating issues during this project.</p>
<div class="bluequote">“I blame it on 3D. At the time, real-time 3D was such an amazing new capability that the faster computers and video cards enabled, it became the sexy new thing.”</div>
<p>However, point-and click adventure games started to slip into the background. In <a href="http://www.adventuregamers.com/articles/view/17602">an interview with adventuregamers.com</a>, Sean stated that the popularity of point-and-click adventure games would return. When we asked why he thought they had fallen to the background in the first place, his answer was emphatic. “I blame it on 3D. At the time, real-time 3D was such an amazing new capability that the faster computers and video cards enabled, it became the sexy new thing.” While 3D opened new areas of design, it also started a graphics arms race. Everyone focused on 3D graphics, with a game like <a href="http://en.wikipedia.org/wiki/The_Dig"><em>The Dig</em></a> being compared to <a href="http://en.wikipedia.org/wiki/Star_Wars:_Dark_Forces"><em>Dark Force</em></a> or <a href="http://en.wikipedia.org/wiki/Star_Wars:_TIE_Fighter"><em>TIE Fighter</em></a>. But eventually, people realized that adventure games were a different genre to other games, like first person shooters.</p>
<p>He points out that in 2002, Big Fish took advantage of the 3D distraction and built a successful business recognizing and catering to the adventure gamer audience. Even <a href="http://en.wikipedia.org/wiki/Escape_from_Monkey_Island"><em>Escape from Monkey Island</em></a> still managed to do well in the “Adventure Games are Dead” era. Although there are not many classic 3<sup>rd</sup> person point-and-click adventure games coming to market, there is the very successful line of Hidden Puzzle Adventure Games that Big Fish is so well known for. These, Sean asserts, are a modern version of adventure game storytelling, similar to those he started his career with.</p>
<p>Another reason adventure games seemed to go dormant was the fact that retail space is both limited and competitive. Because attention was so focused on 3D games, it was challenging to interest retail chain buyers in adventure games. The big factor in changing the situation was the internet. Brick and mortar stores were no longer the only way to purchase games. Sean attributes Big Fish’s success largely to its creation of an online place to find and purchase great casual content, including adventure games.</p>
<h2>Adventure Game Evolution</h2>
<p>This new cycle of adventure games has evolved, bringing lower-priced games, which are also shorter in length, and tend to tell stories in chapters or episodes. According to Sean, these new games are still high-quality, well-polished games with great artwork, and compelling stories, although the format is different.</p>
<div id="attachment_10914" class="wp-caption aligncenter" style="width: 610px"><img class="scale-with-grid size-large wp-image-10914" alt="big-fishoakland-mobile-team" src="http://gamesauce.org/news/wp-content/uploads/2013/04/big-fishoakland-mobile-team-600x450.jpg" width="600" height="450" /><p class="wp-caption-text">Big Fish created a new format for adventure games, brought them to new audiences, and gave consumers a way to try the game before committing to a purchase.</p></div>
<p>Sean believes Big Fish has been instrumental in bringing more attention to adventure games in a number of ways. They created a new format for adventure games, brought them to new audiences, and gave consumers a way to try the game before committing to a purchase. They figured out how to make adventure games easier to find and consume, at a time when retailers had all but abandoned support for the genre.</p>
<p>Sean is just as excited about the future as he is about the present. “We expect 2013 to be a year of innovation in game, content, and delivery, with games on almost every device and in nearly all casual genres,&#8221; Sean says. &#8220;In March alone, Big Fish launched 2 highly acclaimed <a href="http://dl.dropbox.com/u/3698805/research/2012_CGA_MobileSector.pdf">mobile games</a>: <a href="http://fetchthegame.com/"><em>Fetch</em></a> for the iPad, an adventure about a boy on the search for his dog; and <a href="https://itunes.apple.com/us/app/match-up!-by-big-fish/id575003848?mt=8"><em>Match Up!</em></a><i> By Big Fish,</i> the first iOS game to have real-time, 16-bracketed tournament play. Add to that the world’s largest interactive streaming casual game service and continuing franchises like <a href="http://www.mysterycasefiles.com/"><em>Mystery Case Files</em></a>, which has been downloaded more than 100 million times, and you can see how there is something to excite all types of gamers.”</p>
<p><em><strong>Sean reminds us that Big Fish is an incredibly talented and creative company, with exclusive partnerships with more than 140 developers all over the world. He expects Big Fish to continue bringing fun and innovation to the games industry.</strong></em></p>
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		<title>Blizzard’s Brian Kindregan on Realizing Your Dreams, Not Relying on a Straight Career Path and How Being Too Stupid To Give Up Got Him Where He Is!</title>
		<link>http://gamesauce.org/news/2013/05/06/blizzards-brian-kindregan-on-realizing-your-dreams-not-relying-on-a-straight-career-path-and-how-being-too-stupid-to-give-up-got-him-where-he-is/</link>
		<comments>http://gamesauce.org/news/2013/05/06/blizzards-brian-kindregan-on-realizing-your-dreams-not-relying-on-a-straight-career-path-and-how-being-too-stupid-to-give-up-got-him-where-he-is/#comments</comments>
		<pubDate>Mon, 06 May 2013 18:30:33 +0000</pubDate>
		<dc:creator>Gamesauce Staff</dc:creator>
				<category><![CDATA[Development]]></category>
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		<guid isPermaLink="false">http://gamesauce.org/news/?p=10887</guid>
		<description><![CDATA[In the short space between numerous exciting projects, Gamesauce got an opportunity to speak to Blizzard’s lead writer on the Diablo development team Brian Kindregan about storytelling, changes within the movie business and why he switched to the games industry, where he worked for Bioware before ending up with Blizzard. Plus, he explains the key...]]></description>
				<content:encoded><![CDATA[<p>In the short space between numerous exciting projects, Gamesauce got an opportunity to speak to <a href="http://us.blizzard.com/en-us/">Blizzard</a>’s lead writer on the <a href="https://en.wikipedia.org/wiki/Diablo_%28video_game%29"><em>Diablo</em></a> development team <a href="http://www.linkedin.com/pub/brian-kindregan/8/905/b0a">Brian Kindregan</a> about storytelling, changes within the movie business and why he switched to the games industry, where he worked for <a href="http://www.bioware.com/">Bioware</a> before ending up with Blizzard. Plus, he explains the key to his success: being too stupid to give up!</p>
<h2>A Passion for Storytelling</h2>
<p>Kindregan’s journey begins with his admission to the Character Animation program at the <a href="http://calarts.edu/">California Institute of the Arts</a>. “I started out with a passion for storytelling,” he recalls.”I had known for years that I wanted to create stories, worlds, and characters. Since I’ve always enjoyed drawing as well, I thought it would be great to combine the two by becoming a storyboard artist in the animation industry. I’ve always heard that the Character Animation program at Cal Arts was the premier school for animation and I was lucky enough to be accepted there.” One of the requirements is that every student creates a short film every year, which narrowed down his aspired fields of expertise. “I found I enjoyed the story creation and storyboarding process much more than other aspects of creating a film,” he adds.</p>
<p>Once he had graduated, getting a job proved to be anything but smooth sailing. Kindregan ended up being one of a group of the lucky students that were hired out of school as an intern for Turner Feature animation. “They were wrapping up on <a href="http://www.imdb.com/title/tt0110763/"><em>Pagemaster</em></a> and starting <a href="http://www.imdb.com/title/tt0118829/"><em>Cats Don’t Dance</em></a>, but after three months, our internship ended and they announced that production had been delayed, and they wouldn’t need any of us for a year or more.” So he set out looking for work as a storyboard artist, only to be told that it was a prestige position and one would have to work as a clean-up artist, then “an inbetweener” and then an animator before he could even hope to get a job as a board artist. “It should only take a decade or so,” he was told.</p>
<p>But Kindregan had no interest in committing to that career and didn’t really see the point of being so far removed from storytelling. Instead, he kept looking for work as a storyboard artist, eventually getting short-term work storyboarding “fairy tale knockoffs that would be sold in supermarkets and such”. He also made some money reading and commenting on Hollywood scripts, but didn’t make enough to make ends meet. Taking up a job as a window blinds salesman was the only way to pay rent, but then his luck turned. <a href="http://www.warnerbros.com/">Warner Brothers</a> was starting a new animation division and Kindregan decided to drop off a portfolio. “A few days later, they called me at my window blind sales job to offer me a three year contract as a storyboard artist,” he says. “It was absolutely one of the best phone calls of my life!”</p>
<div class="redquote">It was absolutely one of the best phone calls of my life!</div>
<h2>Constant change</h2>
<p>After showing what he was made of at Warner Brothers, Kindregan went on to create storyboards for an impressive number of companies, including <a href="http://disney.com/">Disney</a>, <a href="http://www.universalstudios.com/">Universal</a>, and <a href="http://www.imageworks.com/">Sony Imageworks</a>. Although happy with the many different <a href="http://www.imdb.com/name/nm0454331/">projects</a> he’s worked on, it’s clear that working on big franchises demanded some attitude changes. “It was a case of going from project to project. The film industry is very mobile and many professionals are hired on a per-project basis. I initially found the constant change a little unsettling, but eventually realized that it kept me sharp and focused,” he says. “I worked with a wide range of people at many studios, on different films in different genres. I got to work in live action and animation, in features and television. Overall, creative people are empowered by dynamic, changing challenges.” He eventually settled into animation quite well and started teaching on the side, next to his increasingly successful work as a storyboard artist.</p>
<div id="attachment_10986" class="wp-caption alignleft" style="width: 175px"><img class="scale-with-grid size-medium wp-image-10986" alt="" src="http://gamesauce.org/news/wp-content/uploads/2013/05/b4ab790ccc1e10bdf8c1f667cc792ade-165x300.jpg" width="165" height="300" /><p class="wp-caption-text">Brian Kindregan</p></div>
<p>A few years later, however, Brian decided it was time to make some changes in his professional life. “I was working as a board artist and teaching at the same time. I enjoyed teaching very much, but I needed to be involved in creating content.” He became increasingly less engaged with storyboard work in the film industry, due to changes in the nature of his job. “The role of storyboard artist changed, and storytelling gradually became the purview of writers only. ‘Just board the script’, was a phrase I was hearing a lot. I’m not that great of an artist, and the main contribution I made to a film was as a storyteller. So even though my reputation was good enough that I kept finding work, I wasn’t as motivated about it since I wanted to do more than ‘just board the script’.” So he took his storytelling skills to the games industry and applied for a writing position with Bioware, admiring the company out of personal interest: “I was playing a lot of <a href="http://en.wikipedia.org/wiki/Baldur%27s_Gate_II:_Shadows_of_Amn"><em>Baldur’s Gate II</em></a> and really enjoying it,” he remarks. The jump from visual artist to writer did not seem at all odd to Kindregan, both being a means of expressing story through characters.</p>
<div class="redquote">Overall, creative people are empowered by dynamic, changing challenges.</div>
<h2>Bioware</h2>
<p>Bioware had clear, simple criteria for Kindregan when he applied as a writer: “They wanted you to create a game mod using their <a href="http://en.wikipedia.org/wiki/Neverwinter_Nights"><em>Neverwinter Nights</em></a> toolset,” he recalls .”So I sat down and did just that. The process of creating that mod was an education in itself: being able to play a quest I’d written taught me a great deal about how writing and story integrate into gameplay.” Bioware liked Brian’s mod and decided to hire him, where he started out working on titles like <a href="http://en.wikipedia.org/wiki/Jade_Empire"><em>Jade Empire</em></a>. Though making the switch from film to games wasn’t that hard for him due to his adaptability, he certainly saw some differences. “On the surface, a game studio looks very much like an animation studio: T-shirts and sneakers, toys on the desk, ping pong tables. But just under the surface, it’s still software development and so it moves in a different way than film. Games are a young art form and they change by leaps and bounds each year, whereas film is a fairly well established form.”</p>
<p>Funnily enough, after working on <em>Jade Empire</em>, he went back to work in film to direct the first two seasons of a CG animated show for public television. It didn’t take long for him to realize directing wasn’t all he’d hoped for. “I was too focused on the managerial aspects, which removed me from the actual content creation that I loved so much.” Luckily, after a few years back in film, his good friend Drew Karpyshyn, a game scenario writer himself, asked Kindregan to come back Bioware to write for <a href="http://en.wikipedia.org/wiki/Mass_Effect_2"><em>Mass Effect 2</em></a> and he “jumped at the chance”.</p>
<p>Having finished his work on <em>Mass Effect 2</em>, Kindregan once again decided to leave the company, though this time for as much of a personal reason as it was a professional one. “One of the reasons I’d gone back there was to work with Drew Karpyshyn,” he explains. “When he announced during development of <em>ME2</em> that he would be leaving Edmonton to go work on the <a href="http://www.swtor.com/"><em>Star Wars: The Old Republic</em></a> MMO in Austin, I found myself open to the idea of a move. At the same time, my wife and I realized that we are both coastal people at heart.” Since Bioware’s headquarters are in Edmonton, Alberta, they felt themselves too far removed from the ocean. It wasn’t an easy decision, however, and knew that he would only leave the company if he got to go to “another developer with the same commitment to high quality games”. This narrowed the list down “considerably”.</p>
<div class="redquote">On the surface, a game studio looks very much like an animation studio.</div>
<h2>Understanding Quality</h2>
<p>Having made up his mind, he decided he wanted to join Blizzard’s <a href="http://en.wikipedia.org/wiki/StarCraft"><em>Starcraft</em></a> team. “It seemed perfect, I had always loved their games and they most certainly understood quality and . . . <em>StarCraft</em>,” he says. Kindregan emphasizes that it was only his enthusiasm for the IP that determined his decision and not the prospect of better pay or a better position. “I didn’t go to Blizzard as a lead writer. I was hired as a senior, but quickly found myself doing lead work there. They promoted me shortly after that. In general, I would not recommend taking a creative job solely for a higher title. I’d look for a company, team, IP, and project that all get you excited. If those elements are good, the job will be worth it regardless of your title. If they aren’t, then a title won’t help you.”</p>
<p><img class="aligncenter scale-with-grid size-large wp-image-11019" alt="" src="http://gamesauce.org/news/wp-content/uploads/2013/05/sc2_interview_trio-600x352.jpg" width="600" height="352" /></p>
<p>Even with his love for Bioware and the work he’s done there, “they have amazing, dynamic IPs, some of the characters I wrote on <em>Mass Effect 2</em> feel like old friends”, he&#8217;s always fully immersed in the universes he’s working on at the time. “I am lucky enough to live in the fictional lands of <em>StarCraft</em> and <em>Diablo</em>. They are so fun, dynamic, and rich that they occupy my mind and creative interests. I love every game universe I’ve had the privilege to work on, but I’m always most excited to be working on the universe I’m in at the moment. If I am not excited to be there, that’s a sign that I should change!”</p>
<div class="redquote">I’d look for a company, team, IP, and project that all get you excited.</div>
<h2>Empowered to Keep Growing</h2>
<p>Not a man for sitting still for too long, Brian explored his opportunities with Blizzard itself after finishing <a href="http://en.wikipedia.org/wiki/StarCraft_II:_Heart_of_the_Swarm"><em>Starcraft II: Heart of the Swarm</em></a>. “At that time, the <em>Diablo</em> team had been looking for a lead writer for quite some time. All told, I felt like we’d gotten the <em>StarCraft</em> story on to a good track with <em>Heart of the Swarm</em>, and that I could do the most good by moving over to <em>Diablo</em>. I am very excited to be playing around in the <em>Diablo</em> universe and helping this talented team shape the future of the story.” Thankfully, Blizzard empowers their employees in this regard and encourages development where they can. “There are many discussions about career paths and growth, and they encourage continued education. They bring in guest speakers and allow employees to share their knowledge via a series of internal talks called &#8216;/learn.&#8217; I’ve presented two of these in my time at Blizzard, and hosted one as an interviewer.” With Blizzard expecting nothing but the best from those who work there, Brian feels “very empowered to keep growing!”</p>
<p><img class="scale-with-grid size-full wp-image-11021 alignleft" alt="" src="http://gamesauce.org/news/wp-content/uploads/2013/05/001.jpg" width="450" height="346" /></p>
<p>Surely, specific choices and precise planning determine such a successful career? Nope, but here’s what Brian has to say on the matter: “Every person I know whose career has taken them to a fun and creative place got there in a different way. So the bad news is that there’s no set path. The good news is that there’s no set path! I always tell people that the key ingredient is: you should be too stupid to give up. You’ll meet many people who will tell you that you’re not good enough, that it’s not a &#8216;real job,&#8217; that they don’t want people like you, that you can’t make a living at it and the list goes on. But if you’re too stupid to give up, it will bounce right off you. You’ll meet people who you will think are more talented than you, smarter, faster, better, and more creative. But those people will often give up, and you can always be better than they are at being too stupid to give up. That’s what worked for me!”</p>
<div class="redquote">You should be too stupid to give up.</div>
<h2>How Hard Could It Be? The Story of a Cinematic</h2>
<p>At this year’s <a href="http://schedule2013.gdconf.com/session-id/823074">GDC</a>, Brain talked about the role cinematics play in the storytelling of videogames and it’s pros and cons, speaking from his experience with <em>Starcraft</em>, which is notoriously reliant upon this tool. The mentoring role Brian takes on shows the teacher in him hasn’t gone for good. “I’d love to teach again, but it would definitely have to fit in with my schedule at Blizzard. I realized long ago that I always need to be on a job where I am creating content. If my schedule ever stabilizes enough to allow me to teach and still write for Blizzard, I would jump at it. Meanwhile, I very much enjoy speaking and lecturing on the things I’ve learned over my career!&#8221;</p>
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		<title>Indie Showcase: Dragon Game Studio</title>
		<link>http://gamesauce.org/news/2013/04/23/indie-showcase-dragon-game-studio/</link>
		<comments>http://gamesauce.org/news/2013/04/23/indie-showcase-dragon-game-studio/#comments</comments>
		<pubDate>Tue, 23 Apr 2013 20:00:29 +0000</pubDate>
		<dc:creator>Contributions</dc:creator>
				<category><![CDATA[Contributions]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[Online]]></category>
		<category><![CDATA[Post-mortem]]></category>
		<category><![CDATA[Bali games]]></category>
		<category><![CDATA[BaliFied]]></category>
		<category><![CDATA[Corona SDK]]></category>
		<category><![CDATA[Dragon Game Studio]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Island of the Gods]]></category>
		<category><![CDATA[Joan Johnsson]]></category>
		<category><![CDATA[Jonas Johnsson]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[Uluwatu]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=10743</guid>
		<description><![CDATA[Dragon Game Studio is a Bali-based game studio founded in 2012 by Jonas and Joan Johnsson, who is also husband and wife. After an amazing cliff-side wedding in Uluwatu, the plan was to move to Bali and settle down in the “Island of the Gods.” There was just something about Bali that mesmerized them and,...]]></description>
				<content:encoded><![CDATA[<p>Dragon Game Studio is a Bali-based game studio founded in 2012 by Jonas and Joan Johnsson, who is also husband and wife. After an amazing cliff-side wedding in Uluwatu, the plan was to move to Bali and settle down in the “Island of the Gods.” There was just something about Bali that mesmerized them and, impulsive and adventurous as they are, they decided to take the plunge!</p>
<p>Dragon Game Studio&#8217;s new game <a href="http://www.indieprize.org/games/index.html#entry-6">Balified is in the Indie Prize Showcase at Casual Connect Asia</a>.</p>
<p>Jonas is a self-made businessman and Joan has a background in Marketing Communication. Working together as a couple was a completely new challenge for both of them. They are married, a team, partners and they work together. Not a lot of couples can do this, but here they are, at the beginning of their careers in the game development industry.</p>
<div class="orangequote">There was just something about Bali that mesmerized them and, impulsive and adventurous as they are, they decided to take the plunge!</div>
<p>Before this big adventure, neither of them has been involved in the game development industry. Jonas has always been a typical hardcore gamer, but that’s where his experience stops. Joan started her interest in playing games when Jonas made her play <em>Tetris</em> against him on the Nintendo DS. Before that, she occasionally played games on the PC, but nothing much besides that. This made the adventure all the more exciting.</p>
<h2>Setting Up a Game Studio in Indonesia</h2>
<p>The first challenge was to find an office. It was necessary that they would get all the help that they could. They found a company with specialized services helping expats starting up their business in Indonesia. What was supposed to take only three months ended up taking one year! The hunt for the office was a tough one, but in the end, they managed to find one that seemed just perfect for the small studio they had in mind.</p>
<p>While looking for a studio, they were also busy finding the right people to build their Dragon Dream Team. Funny enough, the first employee they hired was someone they bought a dog from! He was a freshly graduated student and was looking for a job. By that time, there was not much to do, but they offered him the opportunity to study Corona SDK (in which <em>BaliFied</em> is built) while helping them set up the company.</p>
<p>Then there was the sudden application from their Art Director Gilbert. They were intrigued by his resume, so they went to Surabaya to interview him. Immediately, they realized that Gilbert was the right guy to have on board. After adding him to the team, they also met up with him during Casual Connect Singapore 2012. They felt they learned a lot from CC, and attending made them realize that they had a VERY long way to go before they could reach their goals…</p>
<div id="attachment_10761" class="wp-caption aligncenter" style="width: 610px"><img class="scale-with-grid size-large wp-image-10761" alt="Dragon Game Studio" src="http://gamesauce.org/news/wp-content/uploads/2013/04/group-pic-cabana-600x399.jpg" width="600" height="399" /><p class="wp-caption-text">Everyone is talented and has the great team spirit and attitude that they strive for.</p></div>
<p>After Gilbert, the other Dragons came in one after another. Everyone is just as talented, and has the great team spirit and attitude that they strive for. Dragon Game Studio nowadays consists of three programmers: Rocky, Jim and Christopher, one Art Director: Gilbert, one Studio Manager / Game Designer: Yon and an intern: Chris.</p>
<h2>The first two games</h2>
<p><em>The Harlem Shake vs Gangnam Style Dance Game</em> was released on the App Store on 26<sup>th</sup> of March 2013 and was made in seven working days. It was a side project to give the team a breather from working intensively on <em>BaliFied</em>. Jonas wanted to do something with the two dance crazes that ruled YouTube. It has a simple gameplay: you choose the role that you want to play, either <em>Harlem Shake or Gangnam</em> and you tap on the right icon as soon as they appear in the white circles at the bottom of the screen.</p>
<div class="orangequote">None of them had released a game on the App Store before, so all this, from the creative journey to the launch of these titles, was perfect to learn about the whole release process by trial and error.</div>
<p>The second game <em>Don&#8217;t Steal My Banana</em> was released on 27th of March 2013 after being rejected by Apple twice. But the third time’s the charm! This game was made in five weeks and was another side project for the team. None of them had released a game on the App Store before, so all this, from the creative journey to the launch of these titles, was perfect to learn about the whole release process by trial and error.</p>
<p>Both games were received pretty well. <em>Harlem vs Gangnam</em> got to the #1 position in many European countries and the Indonesian store, and reached the top 10 in the US store free music games category. <em>Don’t Steal My Banana </em>reached the top 50 in the free games category in the Indonesian store and got them a lot of new fans.</p>
<h2>The Masterpiece</h2>
<div id="attachment_10762" class="wp-caption alignleft" style="width: 234px"><img class="scale-with-grid size-medium wp-image-10762" alt="Balified" src="http://gamesauce.org/news/wp-content/uploads/2013/04/balified_early_frustration-224x300.jpg" width="224" height="300" /><p class="wp-caption-text">A lot of adaptation processes was needed &#8212; communication, work standard and learning a new engine were just a few of the hurdles they had to get through.</p></div>
<p>The masterpiece and the dream that Dragon Game Studio was built upon is called <em>BaliFied &#8211; Word Game of the Gods</em>. It&#8217;s a project that they hope will blow casual word game lovers away. They are both huge fans of word games such as <em>WWF</em> and <em>Ruzzle,</em> so when Jonas stumbled upon an old board game from 1950s called <i>Bali</i> on the internet, they knew that this was it! They realized that this was something they had to turn into a new and improved word game, with all the multiplayer functions today’s market offers.</p>
<p>The beginning wasn’t easy. A lot of adaptation processes was needed&#8211; communication, work standard and learning a new engine were just a few of the hurdles they had to get through. They were a group of people that never had worked together before. Luckily, most of the team members have a background in the game industry, but there still was a lot of stuff that they didn’t have a clue about. The GUI was changed many times before the team was completely happy, and a lot of time was spent on trial and error. After more than three months of developing, they began to wonder: can this game even be finished? But they got through it by dropping the project for a while, and then came back stronger than ever! This is something they recommend every developer to do if they get stuck: take a break from the project for a while, maybe make a few simple projects, and then go back to the main project.</p>
<div class="orangequote">This is something they recommend every developer to do if they get stuck: take a break from the project for a while, maybe make a few simple projects, and then go back to the main project.</div>
<p>When the focus was back on <em>BaliFied</em><i>, the team</i> was feeling great about it. Fortunately for them, Corona had just released the new Corona Cloud feature at exactly when they needed it the most. Once again, the Balinese gods were on their side! After that, they did some super intensive beta-testing, and finally, Balified was finished and ready to be published. And here they are, ready to launch <em>BaliFied</em> in the summer of 2013.</p>
<p>Developing a game from scratch with little experience from the decision makers, but with all the knowledge from the team was a very hard process. They lived and learned and were not afraid to start over again when an idea was not completely supported by the whole team. It’s a give and take process and at the end, they are very proud of all that they have achieved so far. They are ready to take this new word game to another level! The level of the Gods.</p>
<p><em><strong>Look forward to the release of BaliFied this summer.</strong></em></p>
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		<title>Penka Kouneva on Game Audio Enhancing the Narrative Experience, the Interactive Design of Music, and Cinematic Experiences in Games</title>
		<link>http://gamesauce.org/news/2013/04/22/penka-kouneva-on-game-audio-enhancing-the-narrative-experience-the-interactive-design-of-music-and-cinematic-experiences-in-games/</link>
		<comments>http://gamesauce.org/news/2013/04/22/penka-kouneva-on-game-audio-enhancing-the-narrative-experience-the-interactive-design-of-music-and-cinematic-experiences-in-games/#comments</comments>
		<pubDate>Mon, 22 Apr 2013 20:30:19 +0000</pubDate>
		<dc:creator>Nicholas Yanes</dc:creator>
				<category><![CDATA[Audio]]></category>
		<category><![CDATA[Contributions]]></category>
		<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[Bruce Fowler]]></category>
		<category><![CDATA[Enter the Matrix]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[game music]]></category>
		<category><![CDATA[Gears of War 2]]></category>
		<category><![CDATA[Gears of War 3]]></category>
		<category><![CDATA[Hans Zimmer]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iOS games]]></category>
		<category><![CDATA[Modern Warfare 2]]></category>
		<category><![CDATA[narrative games]]></category>
		<category><![CDATA[Patrick Williams]]></category>
		<category><![CDATA[Penka Kouneva]]></category>
		<category><![CDATA[Prince of Persia: Forgotten Sands]]></category>
		<category><![CDATA[Steve Jablonsky]]></category>
		<category><![CDATA[Transformers]]></category>
		<category><![CDATA[Transformers: Revenge of the Fallen]]></category>
		<category><![CDATA[Uncharted 2]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=10708</guid>
		<description><![CDATA[Penka Kouneva was born and raised in Sofia, Bulgaria, where she began piano lessons at an early age, and wrote music for children&#8217;s theater as a teenager. In 1990, she arrived in the US to study composition at Duke University on a graduate fellowship. In 1999, she moved to Los Angeles to begin her career...]]></description>
				<content:encoded><![CDATA[<p><em><strong><a href="http://www.linkedin.com/pub/penka-kouneva/2/397/a03">Penka Kouneva</a> was born and raised in Sofia, Bulgaria, where she began piano lessons at an early age, and wrote music for children&#8217;s theater as a teenager. In 1990, she arrived in the US to study composition at Duke University on a graduate fellowship. In 1999, she moved to Los Angeles to begin her career as a composer for film, and eventually expanded into video games. Kouneva has composed on <a href="http://prince-of-persia.us.ubi.com/#/videos/7750">Prince of Persia: Forgotten Sands</a>, <a href="http://transformersgame.com/">Transformers: Revenge of the Fallen</a> and <a href="http://gearsofwar.xbox.com/en-US/AgeGate?source=%252f">Gears of War 3</a> games, and has orchestrated for the Transformers, Pirates of the Caribbean films, on Angels and Demons, and most recently, as a Lead orchestrator on Sony&#8217;s <a href="http://www.itsbetterupthere.com/site/">Elysium</a>. Her game orchestration credits include <a href="http://us.battle.net/wow/en/">World of Warcraft</a>, <a href="http://us.battle.net/sc2/en/">Starcraft II</a>, <a href="http://us.blizzard.com/en-us/games/d3/">Diablo III</a>. Last year, Penka released an artist album with orchestral music titled A Warrior&#8217;s Odyssey available on<a href="https://itunes.apple.com/us/album/a-warriors-odyssey/id561102545"> iTunes</a> and <a href="http://www.amazon.com/A-Warriors-Odyssey/dp/B009A3M7G8/">Amazon.com</a>.</strong></em></p>
<p><strong>Nicholas Yanes: According to IMDB, you started working in the entertainment industry in 1999.  What inspired you to want to pursue this career?</strong></p>
<div id="attachment_10732" class="wp-caption alignleft" style="width: 285px"><img class="scale-with-grid size-medium wp-image-10732" alt="Penka Kouneva" src="http://gamesauce.org/news/wp-content/uploads/2013/04/Penka_-small-275x300.jpg" width="275" height="300" /><p class="wp-caption-text">Penka Kouneva</p></div>
<p><b>Penka Kouneva: </b>I arrived in LA in 1999. I love collaborating with other creative artists, and have loved film since childhood.  Scoring for media felt like the most natural vocation for me, since my music is evocative and dramatic. I was very passionate about becoming a film composer. I still am, but my heart these days is in games. I find game scoring to be more energizing and inspiring.</p>
<p><strong>Lots of people want to have careers in entertainment, what do you think you did right to make it in your field?  Did formal education help you?</strong></p>
<p>Formal education is essential, in my opinion. I came to LA recommended very highly by my Duke mentors, and my first mentor in LA was the Emmy-winning TV composer Patrick Williams<ins cite="mailto:Nicholas%20Yanes" datetime="2013-04-13T02:30">,</ins> who is also a Duke alum. I connected with busy professionals right away. In 2000, I met my other most significant mentor, Bruce Fowler, Hans Zimmer’s orchestrator. It was not until 2004 that Bruce started giving me jobs. He also introduced me to Steve Jablonsky who later plugged me in on <em>Transformers</em> films and games, <em>Gears of War 2</em><i><i> and </i></i><em>3</em> and on <em>Prince of Persia: Forgotten Sands,</em> for which I composed 2 hours of game music. <ins cite="mailto:Nicholas%20Yanes" datetime="2013-04-13T02:31"></ins></p>
<p><ins cite="mailto:Nicholas%20Yanes" datetime="2013-04-13T02:31"></ins>As to what I did right…I have always been extremely passionate, devoted, hard-working and loyal to my clients. The hard work on a great variety of projects allowed me to develop great skills. I am also very proactive, stay in touch with my collaborators, foster new relationships. I am a good collaborator and try to be always positive and constructive, even in the heat of the battle.</p>
<p><strong>To me, it seems that working as a composer on a film means creating an audio environment that adds to the narrative experience.  What does being a composer mean to you?</strong></p>
<p>My job is to support the vision of the game makers (or filmmakers) by creating an environment of music and sound to support the characters, emotions, genre and, most importantly, the story. I breathe life into the images and add emotional depth to the story. With my music, I make the audience or the gamers feel deeply, laugh, cry, connect with the film or game and remember viscerally the experience of watching or playing.</p>
<p><strong>What are some challenges you’ve encountered while being a composer for a film? For instance, was there ever a time you felt that the music should be significantly different from what the director wanted?</strong></p>
<div class="orangequote">&#8220;To understand the director’s vision and support their vision, it sometimes takes more than one conversation.&#8221;</div>
<p>I work hard to understand the director’s vision and support their vision. Sometimes it takes more than one conversation, especially if they are unsure, or willing to explore various ideas. Usually good, open communication solves all problems. Composers learn to ask insightful questions of their collaborators. I ask a lot of questions, take notes and then think about it.</p>
<p><strong>Your LinkedIn profile states you worked on the 2002 videogame, <em>Enter the Matrix</em>.  Why did you decide to begin working on videogames?</strong></p>
<p>Actually, I became really passionate about games a bit later, with us getting a PS2, then PS3 and Xbox. The game narratives and visuals were stunning, the stories were engaging and the music was fantastic – inspired, ground-breaking and fun. The turning point for me was the <em>BioShock</em> games, <em>Uncharted 2</em>, and <em>Gears of War 2</em>. I decided to devote my full focus to games. I had never before felt so energized and inspired as I felt by these games. <em>Enter the Matrix</em> was a very complicated job, and my task was to support the composers on it. I didn’t play it until later.</p>
<p><strong>Most people simply watch a movie from start to finish, but with videogames, there is the expectation that players will fail a level at first and have to replay a section of the game multiple times.  Does this affect how you approach composing for videogames?</strong></p>
<p>Yes, it very much affects the interactive (dynamic) design of the music. The score has many elements (Drums, low strings, melodies, embellishments) and each layer is combined with various elements on consecutive plays, so that there is some difference and it’s not totally repetitive. I remember once playing <em>Modern Warfare 2</em> and got stuck on a level for 2 weeks, and the same music kept playing over and over again.</p>
<p><strong>I can’t imagine composing music for a film and not watching the movie.  How many times do you play a videogame in order to get sense of how the music should be developed?</strong></p>
<p>Usually I receive concept art, characters, some early prototypes (stick figures and grey blobby 2D figures, with no color, no movement). On <em>GOW3,</em> we did receive animation (for the cinematics) but no one moved their hands or feet, they were just floating. I can imagine quite well how the animation would look in its final rendition. I also love art, architecture and design, so I am very visually oriented composer.</p>
<p>I’ve never felt inhibited by lack of moving picture. Usually the music is implemented before the game is playable, so I get “level walkthroughs” but never play the game myself while composing. My composing process is all based upon a combination of images, prototypes, written briefs about the story, and conversations about concepts, style, tone and ideas with my collaborators.</p>
<p><img class="aligncenter scale-with-grid size-medium wp-image-10739" alt="" src="http://gamesauce.org/news/wp-content/uploads/2013/04/AWO-cover-sm-300x270.jpg" width="300" height="270" /></p>
<p><strong>On this note, what are some differences between composing for videogames and for movies? In your experience, do the industrial differences between games and movies impact your work?</strong></p>
<p>The similarities are being able to write great themes, to support characters and genre, and to create a sonic imprint for the world of the game or film. This is where the similarities end. While in film, all the music is composed to picture, in games, only the cinematics are composed to picture. The rest of the score is based on the concepts and function of the music. The score is delivered with a high degree of technical rigor – in stems, in 2 or 3-minute loops, in stingers, themes, variations. We receive incredibly detailed audio briefs that list 100’s of bits and pieces of music that are needed by the game. Then we have to deliver with utmost technical precision.</p>
<p><strong>While I’m sure you’re proud of all your work, have there been some games that have stood out the most to you?</strong></p>
<p><b></b><em>Prince of Persia: Forgotten Sands</em> (PS3, Xbox, PC) was my break-through job and my most cherished experience, because I was able to combine my Bulgarian background and deep knowledge of Eastern music with knowing the epic Hollywood sound. I also loved composing on <em>Transformers: Revenge of the Fallen</em> a few big battle pieces and right now, I love the iOS games I am scoring (one Medieval and another exploration game).</p>
<p><strong>There have been several debates about if videogames are becoming too cinematic. However, these discussions are usually about a game’s visuals. Why do you think gamers are more willingly to accept movie quality sound effects, but struggle with movie-like scenes?</strong></p>
<p><b></b>In my opinion, some games benefit from being more cinematic (most console games like<em> Uncharted</em>, which is a very cinematic game).  On another hand, other games have absolutely no need to be cinematic (e.g., platformers, experimental games).  Probably gamers want to feel that gameplay is distinctive and different than sitting on your sofa watching a movie. I think as long as a game creates its own unique world with a vision for the art, sound, game mechanics and game play, I’ll enjoy it.</p>
<div class="orangequote">&#8220;I think as long as a game creates its own unique world with a vision for the art, sound, game mechanics and game play, I’ll enjoy it.&#8221;</div>
<p><strong>With more and more games being developed for cell phones and other mobile devices that lack the sound systems found in theaters or houses, how do you think sound develop for games will be affected?</strong></p>
<p>Well, most iOS games have slightly less elaborate and complex scores anyway. I think the quality of earphones is pretty advanced.  We are all required to submit stereo mixes for iOS games, not super-complicated stems as for console games which are mixed in “surround sound.”</p>
<p><em><strong>Penka Kouneva is currently working on two iPhone games – Rollers of the Realm and Black Hole Explorer, via Indie Game Audio based in Toronto (and her collaborative partners) and another which she&#8217;ll announce when it’s released.</strong></em></p>
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		<title>DC Universe Online&#8217;s Jens Andersen on working with big IPs, staying connected, and doing what you love</title>
		<link>http://gamesauce.org/news/2013/04/10/dc-universe-onlines-jens-andersen-on-working-with-big-ips-staying-connected-and-doing-what-you-love/</link>
		<comments>http://gamesauce.org/news/2013/04/10/dc-universe-onlines-jens-andersen-on-working-with-big-ips-staying-connected-and-doing-what-you-love/#comments</comments>
		<pubDate>Wed, 10 Apr 2013 16:00:58 +0000</pubDate>
		<dc:creator>Nicholas Yanes</dc:creator>
				<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[Activision]]></category>
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		<guid isPermaLink="false">http://gamesauce.org/news/?p=10492</guid>
		<description><![CDATA[Jens Andersen is currently the creative director for Sony Online Entertainment’s DC Universe Online and has been in that role since the game’s inception. Andersen has over 14 years of game design experience and prior to working for SOE, he worked at Activision, Z-Axis, and Pandemic Studios. Some of the games he has worked on...]]></description>
				<content:encoded><![CDATA[<p><strong><em>Jens Andersen is currently the creative director for Sony Online Entertainment’s DC Universe Online and has been in that role since the game’s inception. Andersen has over 14 years of game design experience and prior to working for SOE, he worked at Activision, Z-Axis, and Pandemic Studios. Some of the games he has worked on include Heavy Gear II, X-Men: The Official Game and titles from the Star Wars and Star Trek franchises. He lives in Austin, Texas with his wife, and there is no evidence connecting him to the local superhero, The Austin Avenger.</em></strong></p>
<p><strong>Gamesauce:  You got a B.F.A. in Acting from Ithaca College in 1993, but by 1996, you had started work as a Game Designer for Activision.  What inspired you to switch from acting to game design? </strong></p>
<p><strong><img class="alignleft scale-with-grid size-medium wp-image-10556" alt="Jens-Andersen" src="http://gamesauce.org/news/wp-content/uploads/2013/04/Jens-Andersen-272x300.jpg" width="272" height="300" />Jens Andersen</strong><b>: </b>The fact that I was six-foot-eight, skinny, and unbelievable insecure about myself – oh, and I loved gaming. I should probably put some context to all of that: I went to school for acting because it was something I loved to do with the best of friends I grew up with in Westport. On day one, my professors told us something, “Unless you can’t imagine yourself doing anything else…you shouldn’t be here.” I didn’t really buy into that back then – I figured I would be the Neo in my little dream of becoming a Hollywood movie star. I wanted to be the lucky guy that brought some fantasy, Sci-Fi, or superhero character to life on the big screen.</p>
<p>But that was not meant to be. I was tall, skinny and utterly awkward when it came to meeting people. The odds were really against me, and faced with a life of waiting tables versus finding something else to pursue (that something that my professors were referring to) I decided to make a change in direction. I decided to pursue my passion for games, and indeed have come to discover what they were really talking about &#8211; I can’t imagine myself doing anything else.</p>
<p><strong>What were some of the initial challenges you faced when you transitioned from acting to game development?  Are there elements of your academic training that have helped you develop videogame concepts?</strong></p>
<p>In hindsight, I made so many rookie mistakes. But that’s okay&#8212;that’s what rookies do, right? Once I found my footing, it was a matter of learning the process of making games. When you’re acting, everything is so transparent from one second to the next, almost everything you do from the moment you start has an audience. You are constantly in a fishbowl while you work. Games were different. I had to learn to be more autonomous about what I was creating, and pick my moments to share my work.</p>
<p>When I first started, I think I was overly dependent on my peers and leads. I had to get out of that really quickly. Once I did, everything I learned through years of live performance was really helpful to me. All of my performance training allowed me to fill some voids on a small team: when it came to story, voice direction, and in-game cinematic work, I stepped in to try and do those jobs. I was pretty green, so I had a lot of learning to do, but I at least understood how to create immersive, entertaining experiences.</p>
<p><strong>One of your earliest jobs was as a Game Designer for Activision where you worked on several PC titles such as <em>Battlezone</em>, <em>Heavy Gear II</em>, and <em>Star Trek: Armada</em>.  What were some of the challenges you encountered during this period?</strong></p>
<div class="blackquote">My biggest problem was remembering to walk before I ran.</div>
<p>My biggest problem was remembering to walk before I ran. I was voracious when it came to taking on as much of the vision or direction of the games I worked on. In short, I was sticking my nose into everything, and I would get frustrated if one of my ideas wasn’t implemented. Everything was hyper important to me, no matter how small a detail. If it had to do with the user’s experience or the creative vision, I would pounce on it. Early on, I probably was overzealous, but I was just so passionate about what we were doing and I wanted to do more. I came from a world of auditions and constant critique, so I was very forward with my views about where things were going. It definitely got the attention of my leads – in a good way – but might have ruffled the feathers of some of my peers as I spread my wings in the nest.</p>
<p><strong>Your LinkedIn profile states that you worked on a game called <em>Aliens: Colonial Marines </em>for Check Six Studios, but it was cancelled before release.  While I imagine that most of what happened is confidential, could you discuss how this experience shaped your approach to both game development from a creative and business standpoint?</strong></p>
<p>That was one of the games I learned the most on – most of it through mistakes. Once I was able to internalize the whole experience and look back on what I could have done differently to affect a better outcome, I really grew a lot. I was able to apply that knowledge to my next project. I also came to terms with the fact that there was actually nothing I could have done, as an individual, which would have changed that outcome. Even so, that experience was when I first realized that games were fun and entertaining, but it was a serious business with serious consequences.</p>
<div class="blackquote">We were sandwiched between two heavyweights – at least compared to us – and we got chewed up and spit out the other side.</div>
<p>Activision was so huge, it had such strength as an organization, it felt almost impenetrable, and I was insulated in a way. It certainly was a heavyweight when dealing with the business side of things, so I had very few worries in those early days. In contrast, by the end of my time at Check Six, we were working with three major publishers, two of them on <em>Colonial Marines</em> (Fox Interactive and EA Partners). We were sandwiched between two heavyweights – at least compared to us – and we got chewed up and spit out the other side.</p>
<p>An example was that Fox licensed us a mature title, but when EA Partners came on, their people wanted us to make it a teen-rated game. For example, they wanted us to remove Chestbursters from the game. Statements like, “Can’t you just have the victim face the other way, and not show it?” were common during meetings with our new publisher. These kinds of creative differences – how to handle the license – combined with financial leverage, made for a pretty calamitous end to the project. On the one hand, the concept for the game was way ahead of its time; I know it would have been really compelling on that front. On the other hand, I am not sure we had the right cards in our hand to make a truly great shooter. Either way, I’ll never know.</p>
<p><strong>From 2001 to 2004, you worked at Pandemic on <em>Star Wars: The Clone Wars</em> and <em>Star Wars: Battlefront</em>. Did you find any significant difference between working on a <em>Star Wars</em> game versus working on a <em>Star Trek</em> game?  Did you find one franchise to have more creative freedom?</strong></p>
<p>After <em>A:CM</em> was canceled, I was fortunate to fall in with some other colleagues from my Activision days. They brought me on as a cinematic designer for the <em>Star Wars</em> game they were trying to wrap up. I made over 80 cinematics for that game in just a few short months. I pushed that tool to its limit and really practiced my presentation skills as much as possible. While that was going on, I pitched the concept of <em>Star Wars: Battlefront</em> to my Director &#8211; one of my oldest friends in the industry. He and I worked on the concept, made the pitch, and the rest is history. I became the Lead Designer on <em>Star Wars: Battlefront</em>, perhaps one of the best games I’ve made to date next to <em>DCUO</em>. Yet, that did not earn me a de facto Lightsaber – robbery!</p>
<div class="blackquote">The creative freedom with any given license varies a lot between projects, based on the whims and fancies of said producers</div>
<p>As for my experiences with franchises-that-start-with-the-word-star, they were very different. But, before I get into that, I think it is important to note that dealing with big IPs like these really means you are dealing with a lot of individuals that represent the brand. You aren’t very often given direct, unfettered access to the source material itself. The individual producers on the publisher side that are the primary gatekeepers for the brand make a huge difference. So the creative freedom with any given license varies a lot between projects, based on the whims and fancies of said producers. That being said, working with Lucas Arts was more rigorous than working with Paramount. I think this has to do with the nature of each IP itself: <em>Star Trek</em> was created with an episodic format in mind, featuring a wide range of stories hidden away in remote corners of the galaxy, just waiting to be discovered. <em>Star Wars</em> was based on a singular story arc that had reverberations throughout an entire galaxy; it dominates the landscape of that universe. While individual, episodic stories have developed later, its roots are more or less defined by those early films, which were highly focused. In short,<em> Star Trek</em> by nature is more open to harebrained ideas for storytelling. Regardless, I enjoy creating under both circumstances. Limitations present challenges and overcoming them is very satisfying, but sometimes it’s fun to run wild with ideas. It’s good to have a balance over your career.</p>
<div id="attachment_10567" class="wp-caption aligncenter" style="width: 610px"><img class="scale-with-grid size-large wp-image-10567" alt="Player created characters battling one another in DCUO’s Safehouse PvP" src="http://gamesauce.org/news/wp-content/uploads/2013/04/dc_scr_DLC4_Shields_011-600x337.jpg" width="600" height="337" /><p class="wp-caption-text">Player created characters battling one another in DCUO’s Safehouse PvP</p></div>
<p><strong>You were the Creative Director of <em>X-Men: The Official Game</em>, which functioned as a bridge between the movies <em>X2: X-Men United</em> and <em>X-Men Last Stand</em>, and was co-written by Zak Penn and Chris Claremont.  What did you learn about game development from this project?</strong></p>
<p>Wow, I have mixed feelings about that one. It was one of those projects that you’re proud of as a developer, because you knew what it took to even get it on the shelf, but from a player facing standpoint, you’re not so proud because it left some things on the table. We certainly did our best given the circumstances.</p>
<p>I would say the thing I took away from that development cycle was a lesson in the power of politics. The <em>X-Men</em> game was a victim of constantly changing goals and politics. Originally, it was going to be based on the comic books. Chris Claremont was hired to write; the team was building versions of the characters and environments based on the comic book portrayals and his story ideas. Then the company decided they wanted to tie it to the movie, so Zack Penn was also brought onboard because he was heading up the movie script – it was thought this would be the best way to try and get synched up with the movie. But this didn’t turn out to be true. The script was constantly changing and they kept it under wraps. I decided we needed to shift the story to be in-between the two films in the timeline, in order to move forward with confidence.</p>
<p>So, we switched boats midstream, but we didn’t alter anything about our schedule – which got even tighter due to the movie’s release date. On top of that, the company wanted to move toward a certain product cycle that maintained a larger number of titles under development. The studio began to expand rapidly. A large portion of developers joined from another prominent studio in the area. There was a huge culture clash as a result. Then there was a major management shift and the company’s strategy shifted again. That, coupled with the challenges I mentioned previously, caused politics to come out of the woodwork. The development of the title became really difficult. I’d like to say I learned how to be more adept at political maneuvering, but really I just learned how much I hate politics in the creative process.</p>
<p><strong><em>DC Universe Online</em> is your second game based on a comic book universe.  In addition to being a comic book fan, what is it about the superhero genre that interests you?</strong></p>
<p>I love how comics re-invent themselves; I love how they are serial in nature. There are so many characters and themes for everyone to relate to and enjoy. I also think it is a place to really push creative boundaries. And the speed at which you can generate the content (story and art) is astounding from a game developer’s standpoint – it’s so fast!</p>
<p>I also just love the art. Comic book artists are amazing. The ones that inspire me have the ability to capture the motion and emotion of a scene in a single frame – it’s a tremendous skill. There is a beautiful simplicity to it. There is a very limited amount of space and they have to accomplish a lot [illustrate the script] in a very limited area [number of pages]. The skill it takes to strip down an image to the most essential elements required to advance the action is something I respect. I try to think about that process when I go about scoping my designs. At a high level, I try to make sure there isn’t a lot of wasted movement or extraneous elements. I want to capture the core of the concept. Then it can be passed to the rest of the team to add in the necessary details to support it. In game development, this is super important because each added element, unlike a comic book panel, can create all kinds of complications in an interactive environment. Messaging and mechanics are critical; we have to take even more care with the details because they have consequences in game.</p>
<div id="attachment_10572" class="wp-caption aligncenter" style="width: 610px"><img class="scale-with-grid size-large wp-image-10572" alt="Future Batman,  Nightwing, Harley Quinn, Bizarro, and other iconic characters battle in Legends PvP" src="http://gamesauce.org/news/wp-content/uploads/2013/04/dc_scr_GU16_MoonArenaLegendsPvP_003-600x337.jpg" width="600" height="337" /><p class="wp-caption-text">Future Batman, Nightwing, Harley Quinn, Bizarro, and other iconic characters battle in Legends PvP</p></div>
<p><strong><em>DC Universe Online</em> features many of DC Comics’ most popular characters.  Are there any less known characters that you’d like to introduce into the game?</strong></p>
<p>Oh, heck yes! There are lots of characters I would like to see added to <em>DC Universe Online</em>. There are lots of characters already in the game I would like to see developed even more. We have several ongoing storylines featuring a large cast of characters. We’re going through them as fast as we can, all the while layering in new story hooks as we go, which we will build on later. It’s a weird adaptation of the Levitz Paradigm I suppose. Thankfully, we have years ahead of us to continue to explore the vast roster of characters DC has to offer. Eventually, we’ll be seeing the likes of Darkseid making appearances, I’m sure.</p>
<p>As a creative director, I’m a fairly mainstream guy though, and ultimately I think that’s what most people want in the game. If I were going to pick out some characters that are my top-choices for additions to <em>DC Universe Online</em> they would be Black Manta, Vixen, Plastic Man, and Atom. For me though, this is always less fanboy and more game developer. I can’t help but begin to spin the scenarios of what each character would bring to the game in the short and long term. Each of those characters offers some kind of hook for a new super power, location, or storyline for our players to enjoy. For example, Atom could bring the Palmerverse to the table. We could begin shrinking players down for microscopic adventures! So for me, these lists are always strategic and less personal.</p>
<p><strong><em>DC Universe Online</em> is driven by its own great story in which players are trained by establish characters to prepare for an invasion by Braniac. Given that DC has fantastic stories &#8211; such as <em>Kingdom Come</em>, <em>Crisis on Infinite Earths</em>, <em>Sinestro Corps War</em>, and more – are there any stories that you’d like to turn into a separate video game?</strong></p>
<div id="attachment_10575" class="wp-caption alignleft" style="width: 310px"><img class="scale-with-grid size-medium wp-image-10575" alt="" src="http://gamesauce.org/news/wp-content/uploads/2013/04/dc_scr_DLC4_LegendsPvP_014-300x168.jpg" width="300" height="168" /><p class="wp-caption-text">Kilowog combating Amon Sur of the Sinestro Corps in DCUO’s Legends PvP</p></div>
<p>Yes, there are several. We make massively multiplayer games, so from that angle, a few ideas leap to mind: I would do a planned three-part trilogy of games based on the events from the onset of the <em>Sinestro Corp War</em>, through the horrific action of <em>Blackest Night</em>, and into the conclusion of<em> Brightest Day</em>. I think we could do an amazing job of putting players in the roles of Lanterns in one of the expanding corps, fighting alongside the great icon<del datetime="2013-03-20T09:07"></del>s in the key moments of the story. Sure, we could throw in a legends mode like <em>DCUO</em> has, in which players step into the shoes of the main characters…why not? The second one would be based on the 52 mini-series. I think it would be pretty cool to recreate those events and put players on the frontline of some of those epic battles as the main <i>DC</i> characters.</p>
<p><strong>I’ve noticed that you are not only active on Twitter, but you frequently answer questions about <em>DCUO</em> and help players troubleshot any problems they come across.  What inspired you to want to actively communicate with and help fans?</strong></p>
<p>That’s a good question. I’m not sure. Perhaps it was when we were doing fan events and going to cons to share the game with people. We did one right after launch, before we released <em>Fight for the Light</em>, and I still remember it. Interacting with the fans at these events, seeing how passionate they are about the game, their appreciation to be able to spend some face time with the developers, it touches you on a personal level.</p>
<p>The other part of it is being a good representative of the game to the players. This is essential, because it is a live product. It doesn’t release and get replaced by the next thing – it never stops, it’s always expanding. It is important for players in a game like this to know that you are accessible to them, because the decisions you make when adding to or changing aspects of the game affect them.</p>
<p>On the whole, this is a rewarding experience for all parties. But, like everything, it does come with a price. Individuals don’t always like what we do, they never agree entirely with each other either, and they are a few key presses away from letting you know just how they feel about anything and everything. Sometimes it gets to be a bit much, even crosses a line, and people lose perspective and it becomes hurtful. But in the end, the benefits it provides the players who do appreciate it, and treat you respectfully, make that sacrifice well worth it.</p>
<p><strong>Though you’ve been in the gaming industry for two decades, do you have any interest in returning to the world of acting? Additionally, given that you are a comic book fan and that you get to work with iconic superheroes, would you ever want to write a comic book?</strong></p>
<p>Wow, now I feel old. I don’t think a return to the acting field is in the cards. I’m still tall, and thanks to that time in game development, I’m no longer skinny. There are people more dedicated to the craft of acting than I am. I have found the perfect outlet for my creative talents in game development, and I look forward to continuing it as long as I can. I have been able to scratch the acting itch a bit over the years though. I have been fortunate enough to voice many characters in the games I have worked on. So I guess that college education paid off after all, Mom!</p>
<p>I would love to write something. I’m very interested in creating new and exciting worlds for people to enjoy no matter what the medium. Game development takes a long time, and the teams have gotten huge. The idea of creating something from start to finish by myself is an exciting challenge. I began dabbling with writing a graphic novel just to give it a try. It’s a very different creative muscle to flex. When they say a picture paints a thousand words, imagine how many a few moments of gameplay could generate. So I’ve been heavily relying on the sights and sounds my medium provides. It’s like starting all over again when you try and make the switch to prose. Things that would come naturally to me with games were taking more effort to get right with my script. I’m trying to understand the construction, how to make people turn the page, when and where to surprise them. I have a love-hate relationship with my effort so far. I keep putting it down and then picking it up when I get to come up for air. Sadly, I am really good at holding my breath.</p>
<div id="attachment_10583" class="wp-caption aligncenter" style="width: 610px"><img class="scale-with-grid size-large wp-image-10583" alt=" DC Superhero, Steel, is in the middle of a battle with player created characters" src="http://gamesauce.org/news/wp-content/uploads/2013/04/dc_scr_DLC6_SteelworksInterior_002-600x337.jpg" width="600" height="337" /><p class="wp-caption-text">DC Superhero, Steel, is in the middle of a battle with player created characters</p></div>
<p><strong>Looking back at your career in the videogame industry, what things have you learned that you think younger people entering this field should know?</strong></p>
<p>Things have changed a great deal since I got into the industry. I would urge them to take on as much as they can, but to do so humbly. It is important to be ambitious, but it has to be tempered with patience. I would encourage them to understand the process of making games, understand the rules. Then you can learn that every rule has an exception. Based on the goals you and your team have for the product, you’ll be able to understand how to apply those rules and when to break them.</p>
<p>It’s all about what you are trying to accomplish. Never lose sight of what is happening in the other creative mediums either, or the world around you. I call it loading the creative gun. Read, watch, and listen to a lot of different things &#8211; don’t just play games. You have to draw a lot of inspiration from a lot of sources and then bring them to your games. Make sure to keep broadening your horizons each and every day.</p>
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		<title>Game Development&#8217;s in the Family: Meet the Duringers</title>
		<link>http://gamesauce.org/news/2013/01/22/its-in-the-family-meet-the-duringers/</link>
		<comments>http://gamesauce.org/news/2013/01/22/its-in-the-family-meet-the-duringers/#comments</comments>
		<pubDate>Tue, 22 Jan 2013 15:15:15 +0000</pubDate>
		<dc:creator>Vlad Micu</dc:creator>
				<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[cannon brawl]]></category>
		<category><![CDATA[disney]]></category>
		<category><![CDATA[ea]]></category>
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		<category><![CDATA[indie]]></category>
		<category><![CDATA[maryann duringer]]></category>
		<category><![CDATA[playdom]]></category>
		<category><![CDATA[producer]]></category>
		<category><![CDATA[the learning company]]></category>
		<category><![CDATA[theresa duringer]]></category>
		<category><![CDATA[vlad micu]]></category>
		<category><![CDATA[Women Executives in Games]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=7140</guid>
		<description><![CDATA[As some lucky parents have it, the passion they hold for their own careers can end up rubbing off on their offspring. Maryann Duringer Klingman, a seasoned producer at Disney Interactive’s Playdom and a professional who has spent two decades in the videogame business, saw it happen with her daughter Theresa. Partially due to her...]]></description>
				<content:encoded><![CDATA[<p>As some lucky parents have it, the passion they hold for their own careers can end up rubbing off on their offspring. Maryann Duringer Klingman, a seasoned producer at Disney Interactive’s Playdom and a professional who has spent two decades in the videogame business, saw it happen with her daughter Theresa. Partially due to her mother’s career, but mostly out of her own insatiable appetite and interest for everything digital, Theresa Duringer followed in her mother’s footsteps becoming a versatile game professional. I sat down with Maryann and Theresa to talk about their shared passion for the game biz, where it all started, and what both generations were able to learn from each other.</p>
<h2>One career rebooted, another one sprouted</h2>
<p>Back in 1993, after almost 10 years of being an at-home mom with one of her two daughters in elementary school, Maryann Duringer Klingman rediscovered her appetite for a career again.</p>
<p>“I rejoined the workforce working full-time again as an administrative assistant at Electronic Arts’ educational software department in November of &#8217;93 and quickly went up through the ranks as a producer,” Maryann recalls. “I was fortunate enough to work with the some of the best children’s brands and licencors, including <em>Sesame Workshop</em>, <em>Marc Brown Studios</em>, <em>Nickelodeon</em>, <em>Warner Brothers</em> and<em> DC Comics</em>. I produced educational games with such characters as <em>Bert</em> and <em>Ernie</em>, <em>Spongebob Squarepants</em> and <em>Reader Rabbit</em>.”</p>
<p>Theresa Duringer, the younger of two sisters and only ten years old at that time, grew up with quite the appetite for technology and a penchant for creative, technical tinkering. “As a kid I was pretty shy,” Theresa admits. “We always had a computer, and I would tinker on it for hours, dabbling with scripting, making websites, and meeting other kids on IRC a million miles away.”</p>
<div class="redquote">Even with friends from school, we would make up our own board games, which was probably even more fun than playing them</div>
<p>Theresa would even start modding games and submit her own art to different projects. “It just clicked for me. I got this incredible energy from seeing the art I was making come alive on the screen. Even with friends from school, we would make up our own board games, which was probably even more fun than playing them.<strong> I still remember printing out our own adventure-game playing cards on an accordion of dot-matrix card stock my dad brought home from work.</strong>” Her passion for drawing since a young age could be seen everywhere, from the margins of her notes from school to books and mirrors at home. “Growing up in Silicon Valley, having a programmer father and video game producer mother, and being surrounded by creative tech types gave me a familiarity with the industry that let me dive in and thrive in game development.”</p>
<h2>Through the ranks at EA, just like mom</h2>
<div id="attachment_7248" class="wp-caption alignnone" style="width: 610px"><a class="img-prettyPhoto" title="Maryann Duringer happily at work at Electronic Arts in 1994" href="http://gamesauce.org/news/?attachment_id=7248"><img class="scale-with-grid  wp-image-7248 " title="Maryann Duringer Klingman happily at work at Electronic Arts in 1994" alt="Maryann Duringer Klingman happily at work at Electronic Arts in 1994" src="http://gamesauce.org/news/wp-content/uploads/2012/11/1994_MaryannElectronicArts-retouched07.jpg" width="600" height="337" /></a><p class="wp-caption-text">Maryann Duringer Klingman happily at work at Electronic Arts in 1994</p></div>
<p>Three years later, after graduating from Berkeley, Theresa went right back to testing games and landed a testing job at EA. After several months of working as a tester for EA’s <em><a href="http://en.wikipedia.org/wiki/The_Godfather:_The_Game">The Godfather</a></em>, she was appointed to being the main contact for her QA team to share their findings directly with the production team. “<strong>One thing that is also cool about working at EA is that they really recognize talent from the testing group and give testers opportunities to prove themselves with bigger projects to work themselves out of testing into production</strong>,” she says. “It’s from testing <em>The Godfather</em> that I was able to work my way up from tester, to community manager and end up in production at Maxis.”</p>
<p><strong>According to Theresa, the most important thing a tester can do while working your way up from testing to development, besides working very hard, is to hang out with the developers as much as possible.</strong> This is known to be a tricky challenge, as testers and the ‘testing pits’ they work in are often segregated from the development teams. Theresa had her own way of making sure that kind of contact was possible.</p>
<p>“I started out on a dedicated testing floor, and didn&#8217;t have any development contacts at EA. I ended up buying popcorn for a fundraiser from one of the lead&#8217;s kids in order to have an opportunity to march over to his office, pick up my popcorn, and make my case for why I wanted to join the dev-test team over at Maxis.”</p>
<div class="redquote">I ended up buying popcorn for a fundraiser from one of the lead&#8217;s kids in order to have an opportunity to march over to his office, pick up my popcorn, and make my case for why I wanted to join the dev-test team over at Maxis</div>
<p>Theresa’s one-on-one with the lead paid off and got her a foot in the door to a team she would later join at at Maxis. “I participated in Art Lunch, Board Game Night, rallied folks to go on Bike Lunch Fridays, and hung out in general with as many developers as I could who had common interests with me, even taking up a few new hobbies like Victorian ballroom dancing and even rock climbing.”</p>
<p>“<strong>The more you interact with the developers, the firmer an idea you can form about which specific jobs would compliment your talents, and what kind of team you would mesh with</strong>,” Theresa suggests. “You&#8217;ll also have advocates when you go for that new opening. Try not to stagnate in testing too long.”</p>
<p>One way Theresa learned to break through the glass sealing of being a tester was to invest in herself outside of your working hours. “In my case, I learned to be proficient with JavaScript, CSS, Flash, and Photoshop, which were vital skills when I joined the Pollinated Ninjas [the online team for <em>Spore</em>]. At the end of the day, I really wouldn&#8217;t recommend my path from test to dev. A testing job is easy to land, and you&#8217;ll get your foot in the door, but you&#8217;ll spend valuable time in a sector you may not be passionate about. If I could do it again, I would find hackathons, game dev jams, and contests in my area to connect with other like-minded folks and build my talents collaborating on projects, then directly apply to a development position. <strong>The testing route was a roundabout way to get where I am.</strong>”</p>
<p>While at Maxis, Theresa would first be put in charge of being a community manager for <em>Spore</em>, before she later became assistant producer on Dark <em>Spore</em>. “I once again got to see her bring that creativity to life in the little programs that she would write for her work,” Maryanne says. “She took on some responsibilities at Maxis that, as parent, you&#8217;re just really proud of.”</p>
<div class="redquote">My mom&#8217;s gone through it all, so she really can help, lend an ear and provide advice when I need it</div>
<p>Having a mother who had grown through the ranks of the same company two decades before not only gave Theresa a source of inspiration and support, but also a place for comfort and advice. “I&#8217;ve learned to not take the first offer and really push ahead while still being professional. My mom&#8217;s gone through it all, so she really can help, lend an ear and provide advice when I need it,” Theresa says.</p>
<p>“<strong>I&#8217;m very proud of her</strong>,” Maryann adds. “I believe Theresa was very quickly identified at EA as someone who could take all feedback and information, assimilate it, write a complete sentence and then share that with the entire team.”</p>
<p>As an assistant producer at Maxis, Theresa was able to explore the full range of strengths and weaknesses. “When I was working on <em>Spore</em> as a tester, I didn’t have a ton of influence on the game or decisions,” she says. “But once I moved into community management, I was able to craft that user experience from outside the game. It was a challenge because I’ve never done it before. “Another challenge for Theresa was to rely on someone else than herself. “I would find a community member who was really excited to put their energy in moderating the forums and then engage them, asking them to think about ways of ranking <em>Spore</em> creations made by community members. Eventually I would provide the community member with production tools and rely on that individual completely to moderate the forums. <strong>That was not intuitive to me because I’m a doer, but you can’t always do everything yourself</strong>.”</p>
<h2>Learning together</h2>
<div id="attachment_7249" class="wp-caption alignright" style="width: 198px"><a class="img-prettyPhoto" title="Maryann and Theresa at the Playfirst offices" href="http://gamesauce.org/news/?attachment_id=7249"><img class="scale-with-grid size-full wp-image-7249" alt="" src="http://gamesauce.org/news/wp-content/uploads/2012/11/IMG_4268.jpg" width="188" height="300" /></a><p class="wp-caption-text">The Duringers at the Playfirst offices</p></div>
<p>While Theresa is currently exploring the exciting challenge of being an indie game developer, her mother recently got back to her production roots. Previously working at <a href="http://gamesauce.org/news/?s=playfirst">Playfirst</a> as their developer relations manager, Maryann saw an opportunity to find another challenge at Playdom.</p>
<p>“My previous position at Playfirst was more of a business position where I was out basically meeting and greeting with the development community,” She explains. “I was responsible for sourcing production talent to work with my organization. Over the years of working with external development studios, I learned about contracts, negotiations and the business side of gaming; all useful skills when working with external partners. Although I enjoyed business development a production opportunity presented itself at Playdom. I would get to work with talented individuals, many of whom I have worked with in the past and whose careers I have watched grow over the years. <strong>It is a pleasure to see individuals whom I initially met as testers or producers now comfortable and successful as senior producers and studio managers.</strong>”</p>
<p>People often get surprised when they get to hear that Theresa’s mother is also a game producer. Most find it the most amazing thing ever, and it’s hard to disagree. “She is someone I can rely on, she’s one hundred percent honest with me and gives me the advice that might not always be exactly what I want to hear,” Theresa says.</p>
<p>“<strong>I try to live my life as an example</strong>,” Maryann says. “What Theresa gleaned from her childhood and chose to pursue as an adult has more to do with how she comes to her life. I provided an environment where she could feel comfortable being herself and I exposed her to my work life. It was up to her to choose her path. Having said that, I did provide a home where creativity was appreciated and intelligence respected. And we played games! If I influenced Theresa, it was that she saw what I did for my work, and that I enjoyed it; the game industry was familiar and appealed to her.“</p>
<div class="redquote">If I influenced Theresa, it was that she saw what I did for my work, and that I enjoyed it; the game industry was familiar and appealed to her</div>
<p>“Its exciting to see your child grow into their adult life and then move into a career and be successful at it,” Maryann adds. “Seeing my daughter moving through ranks from testing to community manager and producer and to see her teaching herself programming and being an artist, makes me very proud as a parent.”</p>
<p>“I want other women to negotiate more and not settle so easily,” Theresa says. “My mom is awesome at this, and I always love to hear her stories about mediation and negotiation. I push myself to follow her lead. Also, I think there can be a bit of a locker room vibe at game companies, often times just because there are so many guys. For me this was intimidating, but I&#8217;ve learned that my differences can actually help me set myself apart and be noticed. <strong>I&#8217;m so pleased to hear more and more women talking about their game development projects lately</strong>, so hopefully this will change soon. I also think women get nudged into marketing and management positions. If this is your passion, wonderful, but if you want to be engineering and get your hands dirty in game dev, hold your ground. Come up with a clear goal for how you want to contribute to games and go for it.”</p>
<h2>Going Indie</h2>
<span style="text-align:center; display: block;"><a href="http://gamesauce.org/news/2013/01/22/its-in-the-family-meet-the-duringers/"><img src="http://img.youtube.com/vi/1voGy2-MlUc/2.jpg" alt="" /></a></span>
<p>Most recently, Theresa also made the exciting career move and decided to become an independent game developer. Together with her team at <a href="http://www.turtle-sandbox.com/">Turtle Sandbox Games</a>, she is responsible for the up-and-coming 2D action strategy game <em>Cannon Brawl</em>, which was recently featured as one of the <a href="http://http//prime.paxsite.com/pax10#cannon-brawl">Pax 10 top indie games</a> and had previously won the 1st place at <a href="http://oneofswords.com/2011/07/dstroyd-wins-175000-in-activisions-independent-games-competition/">Activision&#8217;s 2011 Independent Games competition</a>.</p>
<p>The initial spark to consider becoming indie came after Theresa had moved from the EA testing pits to Maxis, showing her a different atmosphere in a smaller studio where you could easily get to know everyone and remember their name. “<strong>I liked the ability to wear more than one hat, and to have my work really matter</strong>,” she says. “I didn&#8217;t feel so much like a cog in the machine. The idea of going indie became intriguing once I started really getting to know what I loved doing, which was being creative, and making games.”</p>
<p>Theresa was able to work on a small flash game called <em>Psychic Spore</em>, intended as an example for kids who wanted to dive into the <em>Spore</em> API to make their own games. “I had so much fun working on this, and I knew I wanted to make smaller games where I could make more of an impact and really have creative liberty,” she adds</p>
<div id="attachment_7244" class="wp-caption alignright" style="width: 250px"><a class="img-prettyPhoto alignright" title="psychic spore" href="http://gamesauce.org/news/?attachment_id=7244"><img class="scale-with-grid size-thumbnail wp-image-7244" alt="A screenshot from the Psychic Spore flash game" src="http://gamesauce.org/news/wp-content/uploads/2012/11/psychic-spore-240x240.jpg" width="240" height="240" /></a><p class="wp-caption-text">A screenshot from the Psychic Spore flash game</p></div>
<p>Theresa is the lead artist on <em>Cannon Brawl</em>. Another quite daring leap into a role she had not yet been fully in charge of before. “I did some art for Maxis, but a lot of that was graphic design focused for UI or website interface. Now I&#8217;m doing characters, backgrounds, animation, all kinds of things I&#8217;ve never done professionally before. <strong>It&#8217;s a ton of fun, and I&#8217;m pushing myself to learn as I go.</strong>”</p>
<p>Seeing her daughter take that daring leap, Maryann couldn’t be any prouder. “I’m impressed with Theresa’s choice,” Maryann says. “Not only that she is confident enough to establish a business, but also that she managed her finances so that she could take the time required for this entrepreneurial endeavor.<strong> I have watched Theresa grow into a capable and fearless woman.</strong> I have seen in her a willingness to jump in and just get the job done, whether it is pulling together the daily QA report, organizing a San Francisco conference for <em>Spore</em> fans, building a community web site, teaching herself C++ or starting her own game development company. As a seasoned producer and as her mother, I am delighted with how she has plugged in to the industry and now finds herself between all of the industry’s up-and-comers.”</p>
<p>“As a game professional, she has also shown me that there are alternative avenues to success and the independent game developer route is a viable option,” Maryann says. ”Even if Theresa returns to work for a large company at some point, she will have an impressive background in game development to offer.”</p>
<p><em><strong>Theresa Duringer is continuing her work on Cannon Brawl, which is scheduled to launch later this year. Maryann Duringer Klingman is now working on various unannounced projects at Disney Interactive’s Playdom.</strong></em></p>
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		<title>Indie Winners of Flash GAMM 2012 Game Contest Invited to Casual Connect Europe Conference</title>
		<link>http://gamesauce.org/news/2013/01/08/indie-winners-of-flash-gamm-2012-game-contest-invited-to-casual-connect-europe-conference/</link>
		<comments>http://gamesauce.org/news/2013/01/08/indie-winners-of-flash-gamm-2012-game-contest-invited-to-casual-connect-europe-conference/#comments</comments>
		<pubDate>Tue, 08 Jan 2013 15:15:05 +0000</pubDate>
		<dc:creator>Vlad Micu</dc:creator>
				<category><![CDATA[Indie]]></category>
		<category><![CDATA[Acorn Story]]></category>
		<category><![CDATA[casual connect conference]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[Dino Trek]]></category>
		<category><![CDATA[Dream Symphony]]></category>
		<category><![CDATA[Flash Games]]></category>
		<category><![CDATA[flash gamm]]></category>
		<category><![CDATA[Goal Defense]]></category>
		<category><![CDATA[Hordes and Lords]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Intrusion 2]]></category>
		<category><![CDATA[Jelly Cannon]]></category>
		<category><![CDATA[Lazerman]]></category>
		<category><![CDATA[On The Flat Of A Dream]]></category>
		<category><![CDATA[Pheus and Mor]]></category>
		<category><![CDATA[Red Ball 4]]></category>
		<category><![CDATA[Snail Bob]]></category>
		<category><![CDATA[The Prince Edward]]></category>
		<category><![CDATA[Transformer]]></category>
		<category><![CDATA[Zombotron 2]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=8041</guid>
		<description><![CDATA[During the fifth edition of the Flash GAMM conference in Kiev, Ukraine fifteen indie game developers were selected by the Casual Games Association (CGA) to receive an Innovation Scholarship, including a free airplane tickets and full conference passes to the Casual Connect Europe conference and the opportunity to show their games in Hamburg. The winning games included Red Ball 4, Dino...]]></description>
				<content:encoded><![CDATA[<p>During the fifth edition of the <a href="http://www.flashgamm.com/kyiv2012/en/">Flash GAMM conference</a> in Kiev, Ukraine fifteen indie game developers were selected by the <a href="http://www.casualgamesassociation.org/">Casual Games Association </a>(CGA) to receive an Innovation Scholarship, <strong>including a free airplane tickets and full conference passes </strong>to the <a href="http://europe.casualconnect.org">Casual Connect Europe</a> conference and the opportunity to show their games in Hamburg. The winning games included <em><a href="http://www.redball.biz/game/red-ball-4/">Red Ball 4</a></em>, <a href="http://www.flashgamm.com/kyiv2012/lynch_games/lynchGame_26.swf"><em>Dino Trek </em></a>and <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_12.swf"><em>Zombotron 2</em></a>.</p>
<div id="attachment_8057" class="wp-caption aligncenter" style="width: 610px"><a class="img-prettyPhoto" title="Besides receiving the Innovation Scholarship, Zombotron 2 was awarded the title “Audience choice award”." href="http://gamesauce.org/news/?attachment_id=8057" data-rel="prettyPhoto"><img class="scale-with-grid size-full wp-image-8057" title="Besides receiving the Innovation Scholarship, Zombotron 2 was awarded the title “Audience choice award”." src="http://gamesauce.org/news/wp-content/uploads/2013/01/1.jpg" alt="Besides receiving the Innovation Scholarship, Zombotron 2 was awarded the title “Audience choice award”." width="600" height="338" /></a><p class="wp-caption-text">Besides receiving the Innovation Scholarship, Zombotron 2 was awarded for the “Audience choice award”.</p></div>
<p><strong>95 game titles</strong> entered the Flash GAMM Game Contest this year. Casual Connect (CGA) selected 15 indie developers that received Innovation Scholarships for their trip to Casual Connect Europe and Flash GAMM Hamburg. The indie games that were picked to receive the scholarship are: – <a href="http://itunes.apple.com/ru/app/goal-defense/id534179666?mt=8 ">Goal Defense</a> – <a href="http://itunes.apple.com/ru/app/snail-bob/id534160364?mt=8">Snail Bob</a> – <a href="http://itunes.apple.com/us/app/jelly-cannon-reloaded/id505126401?mt=8">Jelly Cannon</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_19.swf">Pheus and Mor</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/AcornStory.swf">Acorn Story</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_60.swf">Transformer</a> – <a href="http://www.flashgamm.com/kyiv2012/lynch_games/lynchGame_26.swf">Dino Trek</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/dream_symphony.swf">Dream Symphony</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_10.swf">Red Ball 4</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_48.swf">The Prince Edward</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_75.swf">Lazerman</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_54.swf">Intrusion 2</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/ON%20THE%20FLAT%20FIELDS%20OF%20A%20DREAM.swf">On The Flat Of A Dream</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_16.swf">Hordes and Lords</a> – <a href="http://www.flashgamm.com/kyiv2012/contest/contestGame_12.swf">Zombotron 2</a> Besides a free accommodation and a conference pass to Casual Connect Europe, the teams are given the opportunity to showcase their games at the Innovation Showcase, an “art-gallery” style exhibition in which twelve games are displayed that are considered innovative. The winners will also have an opportunity to present a short post-mortem presentation about their titles. <em><strong><a href="http://www.flashgamm.com/kyiv2012/en/">Flash GAMM</a> is a conference for flash, social and mobile games, which has been around since 2009. <a href="http://europe.casualconnect.org">Casual Connect Europe</a> will be held from 12-14 February in Hamburg and involves over 1.600 professionals.</strong></em></p>
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		<title>Joju Games&#8217; Juan Gril on building Snowfort, catering to gamers with families and working from a virtual office</title>
		<link>http://gamesauce.org/news/2013/01/02/joju-games-juan-gril/</link>
		<comments>http://gamesauce.org/news/2013/01/02/joju-games-juan-gril/#comments</comments>
		<pubDate>Wed, 02 Jan 2013 15:15:46 +0000</pubDate>
		<dc:creator>Vlad Micu</dc:creator>
				<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[asynchronous]]></category>
		<category><![CDATA[budget]]></category>
		<category><![CDATA[developers with families]]></category>
		<category><![CDATA[Flash Games]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[joju games]]></category>
		<category><![CDATA[juan gril]]></category>
		<category><![CDATA[snowfort]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[synchronous]]></category>
		<category><![CDATA[virtual office]]></category>
		<category><![CDATA[virtual team]]></category>
		<category><![CDATA[vlad micu]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=4765</guid>
		<description><![CDATA[With only enough budget to put three people on the development team (one artist, one developer and one producer), the flash game Snowfort came to life. Juan Gril, Joju Games’ Studio Manager, describes Snowfort as an ‘arcade comedy’. It’s a squadron-based RTS game based on a snowball fight, one that has been nominated for the ‘most...]]></description>
				<content:encoded><![CDATA[<p>With only enough budget to put three people on the development team (one artist, one developer and one producer), the flash game <a href="http://www.newgrounds.com/portal/view/563066"><em>Snowfort</em></a> came to life. Juan Gril, <a href="http://jojugames.com/">Joju Games</a>’ Studio Manager, describes <em>Snowfort</em> as an ‘arcade comedy’. It’s a squadron-based RTS game based on a snowball fight, one that has been nominated for the ‘most creative’ game at the Flash Gaming Summit.</p>
<h2>Building Snowfort</h2>
<div id="attachment_4897" class="wp-caption aligncenter" style="width: 485px"><a href="http://gamesauce.org/news/?attachment_id=4897" rel="attachment wp-att-4897"><img class="size-full wp-image-4897" src="http://gamesauce.org/news/wp-content/uploads/2011/04/background.jpg" alt="The Snowfort map editor" width="475" height="268" /></a><p class="wp-caption-text">The Snowfort map editor</p></div>
<p><em>Snowfort</em> was quite a challenge for the small development team. Even though it’s a flash game, tons of features were built in to the game. The Joju Games team of one developer, one artist and one producer had to create a single player campaign and allow for leaderboard play. The latter also had to include complete customization for your squadron. “And if you’re playing the game I [can] go to your profile, see your team and raid them. Your team, who [are] going to be managed by the AI, is going to defend,” Juan Gril explains. You can play asynchronously with your friends, and the developers are also working on the multiplayer right now.</p>
<div class="redquote">“We’re basically taking concepts from social games and putting them in a normal game.”</div>
<p>The process of developing Snowfort has been an interesting one, Gril shares. “In general the problem that we have in the flash game industry is that it’s a five minute game. You have tons of games being released each day so the audience gets accustomed to play this game and never come back to it. We’re trying to change that with Snowfort”. <strong>He describes Snowfort as more like a social game than a regular flash game.</strong> It lives in a game portal and it uses a free-to-play system with a shop. “We’re basically taking concepts from social games and putting them in a normal game.”</p>
<h2>Game play for gamers with families</h2>
<p><iframe style="border: 1px solid #CCC; border-width: 1px 1px 0; margin-bottom: 5px;" src="http://www.slideshare.net/slideshow/embed_code/7235713?rel=0" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" width="597" height="486"></iframe></p>
<p>“There’s nothing wrong with competitive games”, Gril says. “I like creating collaborative games, but gaming has always been competitive. You look at the oldest game we’ve got and it’s a competitive game”. But not everybody likes this kind of competition. For example the competition you can find in multiplayer games. You can still find plenty of people who buy a game just for the single player campaign and don’t even touch the multiplayer. “A lot of people don’t play multiplayer games because they go into a multiplayer shooter and they get shot in the face”, Gril offers as an explanation. “They get t-bagged or they get insulted; there are no nice places to play together”.</p>
<div class="redquote">“The key is to create games that are accessible to everybody.”</div>
<p>The solution? “The key is to create games that are accessible to everybody.” Joju Games wants to focus on two groups in particular, groups who are often forgotten by big game productions and pose a perfect target group for Flash games:<br />
Gamer #1: Those who were hardcore gamers when they were young, then got married, had kids and jobs, and don’t have time to play for three hours straight. Juan Gril sees this first type of gamer as a perfect focus. “If we can come up with game mechanics like Snowfort where we can play synchronously AND asynchronously, that makes a huge difference for people like us. If we can play with OUR friends in our own times, then we can still be gaming”. Out of experience, Gril knows that this type of gamer often has a high income which could be spending on games; if only the time barrier could be circumvented.<br />
Gamer #2: The hardcore gamer who is taking his lunch break. Who’s not in front of his Xbox, PS3 or high-end pc and just wants to play for 15 minutes.</p>
<h2>The Joju Games team</h2>
<p><a href="http://gamesauce.org/news/?attachment_id=4898" rel="attachment wp-att-4898"><img class="size-full wp-image-4898 aligncenter" src="http://gamesauce.org/news/wp-content/uploads/2011/04/customes.jpg" alt="" width="475" height="186" /></a></p>
<p>The Joju Games team now consists of 30 people, which is big in flash game terms. The games they create take a lot of commitment. As Gril explains, they are always thinking of an environment into which they can throw different mechanics. So the success of the game comes by maintaining it, by thinking of new features and mechanics to add to an existing environment. For Gril, this is why it’s important to have a steady team. “When you have monthly releases you have a lot of processes that you have to do in order to add a new feature. Like, make sure data is migrated successfully, and that a new feature isn’t affecting anything in the old environment. You team is constantly busy with maintenance”.<br />
So crunch time is something that isn’t unknown to the team, Gril is aware of that. Although his team is passionate about what they do, the sacrifices that are made in their personal lifes are not unknown. Gril himself has dealt with them as well. Fortunately, Joju Games offers a way for the devs to still stay close to their families.</p>
<div class="redquote">“And all our guys have worked in the industry before, in a regular game industry job, and they just wanted to have a different life”.</div>
<p>“We are [mostly all] over 30, and a lot of us have families and kids, and we know that game devs crunch all the time. We’re passionate about what we do and we have to stay late and get things done. And at the same time it’s very difficult to raise a family as a game developer. So we wanted to have a virtual office environment so that we could be closer to our families. What I always say is, ‘look, we may have to crunch a few days, but at least we’ll always have dinner with our families’. And all our guys have worked in the industry before, in a regular game industry job, and they just wanted to have a different life”.</p>
<p>The virtual office has given Gril himself a different average working day that the normal game studio manager. He works from home in the small office he has there. On a typical day, he looks at e-mails, has a conference call with his producers and takes a look at their current project. “We have four games at a time,” Gril says. “I sync up with each [of the producers] on how the game is going. Based on those conversations I can go and think of ideas [or solutions for problems]. I can record video’s while I’m talking, which I’ll then upload and send a URL to whoever I want to see it”. The rest of his day pretty much consists of the tasks familiar to every studio manager: talking to clients, publishers, team members, and thinking of new ideas. But Gril can keep his family life close.</p>
<p>Fortunately, his work doesn’t just take him to virtual office spaces. During his visit to Casual Connect Europe 2011, he had the opportunity to be reminded of why he enjoys working with games so much. “Something that gives me a lot of satisfaction every Casual Connect is the Games for Gamers Track, all these small games are very creative games. And they can come from the indie scene, the Game Jam, from flash games, etcetera. But the greatest thing is the fact that most of these games are not copycats, not an evolution of a FPS or an evolution of existing genres. They’re trying to come up with new genres, think of new ideas. Look at Joe Danger or Kingdoms of Camelot. <strong>It all shows that we can do a lot more</strong>.”</p>
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		<title>IGDA&#8217;s Kate Edwards on the Evolution of the Industry, the Role of IGDA, and her Goals as Executive Director</title>
		<link>http://gamesauce.org/news/2012/12/31/igdas-kate-edwards-on-the-evolution-of-the-industry-the-role-of-igda-and-her-goals-as-executive-director/</link>
		<comments>http://gamesauce.org/news/2012/12/31/igdas-kate-edwards-on-the-evolution-of-the-industry-the-role-of-igda-and-her-goals-as-executive-director/#comments</comments>
		<pubDate>Mon, 31 Dec 2012 20:30:58 +0000</pubDate>
		<dc:creator>Clelia Rivera</dc:creator>
				<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Online]]></category>
		<category><![CDATA[Executive Director IGDA]]></category>
		<category><![CDATA[igda]]></category>
		<category><![CDATA[kate edwards]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=7992</guid>
		<description><![CDATA[Kate Edwards has enjoyed building a fulfilling career in the video game industry (read this interview to find out more). Now she is going another step forward as she accepts the Executive Director role at the International Game Developers Association (IGDA). Being involved with IGDA since 2004, she founded the Localization SIG in 2007, served...]]></description>
				<content:encoded><![CDATA[<p><strong><em><a href="http://www.linkedin.com/in/englobe">Kate Edwards</a> has enjoyed building a fulfilling career in the video game industry (read this <a href="http://gamesauce.org/news/2010/12/16/englobe-inc-s-kate-edwards/">interview</a> to find out more). Now she is going another step forward as she accepts the Executive Director role at the <a href="http://www.igda.org/">International Game Developers Association (IGDA)</a>. Being involved with IGDA since 2004, she founded the <a href="http://www.igda.org/localization">Localization SIG</a> in 2007, served on the board of directors of the IGDA Seattle chapter since 2009 and received the MVP award in 2011. She sat down with us to discuss issues the game development community is facing, the importance of IGDA, and what she hopes to do in her new role as Executive Director of IGDA.</em></strong></p>
<h2>Current Issues</h2>
<p>Throughout her time in the industry, Edwards has noticed several challenges the community has faced, from within the community as well as outside it. It is a lot to manage, but Edwards believes the rapid evolution of the industry is a particular issue which needs attention. The tricky economics of game development can be difficult to deal with, having a direct impact on the community. Mercurial audience demands also make it difficult to keep ahead. When a company does not evolve fast enough, this can lead to cutbacks, or in the worst case, layoffs. “The dynamic nature of the consumer market and the industry demands that both development companies and individual employees remain very agile,” says Edwards. She doesn’t see a short-term resolution to this problem, but she also feels that this constant change is part of the excitement.</p>
<div class="blackquote">&#8220;As the global gamer population continues to become very richly diverse across geographies, cultures, languages, genders, ethnicities, and so on, those who create games need to accept the fact that this is the world in which we live. When embraced, such differences can be leveraged as a powerful creative and economic force.&#8221;</div>
<p>Another issue Edwards feels needs addressing is workplace diversity. Management and HR circles will mention it, and the media highlights it on occasion, but Edwards feels it is important that this be decided by the individuals of a company. They have to choose for themselves what type of industry they want to work in. “As the global gamer population continues to become very richly diverse across geographies cultures, languages, genders, ethnicities, and so on, those who create games need to accept the fact that this is the world in which we live,” says Edwards. “When embraced, such differences can be leveraged as a powerful creative and economic force.” She believes resolving this issue is going to be a long-term cultural change. It may not go away completely, but it can lessen through a developer’s individual actions.</p>
<h2>Importance of IGDA</h2>
<p>Having been involved with the IGDA for a number of years, Edwards has been in a position to see what IGDA has been able to do for developers. Completely dedicated to game developers and their needs, IGDA has volunteer-run chapters around the world and expands the global effort of game development. While involved in the Localization SIG, Edwards witness the connection of like-minded professionals in localization and globalization issues. It broadened her understanding of those issues as well as her connection to professionals outside her expertise. One of her greatest memories of IGDA was the first time the Localization SIG conducted its annual meeting at GDC in San Francisco. “We had an awesome turnout and people were so eager and ready to engage, and the meeting lasted far longer than expected because of all the networking and collaboration discussions,” she recalls. The eagerness to be involved was astounding to Edwards. As the creator of the Localization SIG, she was amazed to witness the enthusiasm in the group. Throughout her time at IGDA, Edwards found IGDA to be indispensable for making connections in the game development community.</p>
<div id="attachment_7971" class="wp-caption aligncenter" style="width: 485px"><img class="scale-with-grid size-full wp-image-7971" title="Kate-at-GDC-2012" src="http://gamesauce.org/news/wp-content/uploads/2012/12/Kate-at-GDC-2012.jpg" alt="" width="475" height="267" /><p class="wp-caption-text">Kate Edwards at Game Developers Conference 2012</p></div>
<p>According to Edwards, IGDA initiatives take place on two levels: key organization initiatives and the pursuit of advocacy on a wide range of issues. However, there are three key initiatives she is most passionate about currently:</p>
<p>• Employment Contract Review process (currently in development) – IGDA identified 10 key areas for evaluation in an employment contract so a developer can understand the document they are signing. This process will also provide information to the company in the form of an assessment of their contracts through a game developer’s perspective.</p>
<p>• Changing the perception that IGDA is a mostly-US entity – Due to the large US membership, many non-members are under the misguided perception that the IGDA is a largely-US entity. Edwards wants to change that idea, since the organization is a global entity.</p>
<p>• Changing the perception that IGDA is meant for large studio-based developers – There has been a recent rise of successful indie developers, but many non-members believe that the IGDA is not available to any developers other than studio-based developers. Edwards wants to emphasize the face that the IGDA exists for all developers.</p>
<h2>Moving Forward</h2>
<div id="attachment_7976" class="wp-caption aligncenter" style="width: 485px"><img class="scale-with-grid size-full wp-image-7976" title="Kate-at-IGDA-Summit-2012" src="http://gamesauce.org/news/wp-content/uploads/2012/12/Kate-at-IGDA-Summit-2012.jpg" alt="" width="475" height="267" /><p class="wp-caption-text">Kate at IGDA Summit 2012</p></div>
<div class="blackquote">&#8220;That level of dedication is something I not only wanted to be a part of as a member, but compelled me to do more to help the cause.&#8221;</div>
<p>As enthusiastic as Edwards is about her work as a geographer and culturalization consultant, she is just as enthusiastic about the IGDA. Because of this, she has stepped into the role of Executive Director. “As my involvement in the organization expanded over the years, I came to know so many outstanding, brilliant people who give so much of their time and effort to push things forward for the greater good of all developers,” says Edwards.</p>
<p>“That level of dedication is something I not only wanted to be a part of as a member, but compelled me to do more to help to cause. “ She believes her experience working side by side with every function on a game will help her in her new role. When asked what she now hopes to accomplish, she provided the following four goals:</p>
<p><strong>“1. Reemphasize the “I” in IGDA</strong>: The perception of the organization needs to change. The IGDA is not a U.S.-based organization that happens to be in other countries; we are an international organization that happens to have a large U.S. membership. I’d like to improve our inclusion of people, best practices and creativity from all chapters worldwide by better managing the communication and execution of ideas to and from IGDA leadership. This starts with providing better access between my role and the membership.</p>
<p><strong>2. Reassert the IGDA’s relevance</strong>: The IGDA will be more proactive and visionary as a force in our industry. We will reassert a thought leadership position for issues affecting game developers and to achieve this, I will rely on our vast SIG-based expertise on key topics.</p>
<p><strong>3. Reiterate the IGDA’s value proposition</strong>: I hope to demonstrate the value of our membership through stronger partnerships and incentives internationally, nationally and locally; an IGDA membership should benefit members at any level, from those in major studios to indie developers.</p>
<p><strong>4. Reinforce the IGDA as a professional collaboration</strong>: I’d like to see a membership of incredible volunteers being even more proactive to engage and feeling empowered to act on their initiatives. Our mutual respect for one another – regardless of our genders, ages, nationalities and so forth &#8211; needs to be an example to those who play our games.”</p>
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		<title>Studio Spotlight: Yellow Monkey Studios on breaking out of India, indie pr &amp; marketing and conquering the world</title>
		<link>http://gamesauce.org/news/2012/11/26/studio-spotlight-yellow-monkey-studios-on-breaking-out-of-india-indie-pr-marketing-and-conquering-the-world/</link>
		<comments>http://gamesauce.org/news/2012/11/26/studio-spotlight-yellow-monkey-studios-on-breaking-out-of-india-indie-pr-marketing-and-conquering-the-world/#comments</comments>
		<pubDate>Mon, 26 Nov 2012 15:45:55 +0000</pubDate>
		<dc:creator>Vlad Micu</dc:creator>
				<category><![CDATA[Indie]]></category>
		<category><![CDATA[Studio Spotlight]]></category>
		<category><![CDATA[huebrix]]></category>
		<category><![CDATA[india]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[Mobile Games]]></category>
		<category><![CDATA[mumbai]]></category>
		<category><![CDATA[pr]]></category>
		<category><![CDATA[profile]]></category>
		<category><![CDATA[shailesh prahbu]]></category>
		<category><![CDATA[studio spotlight]]></category>
		<category><![CDATA[tablet]]></category>
		<category><![CDATA[yellow monkey studios]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=7385</guid>
		<description><![CDATA[Launched recently sandwiched in dire competition between Marvel’s Avengers Initiative and famed indie developer Terry Cavanaugh’s Super Hexagon, Yellow Monkey Studios’ Huebrix has been fighting for the attention its developers believe the game truly deserves. We sat down with Yellow Monkey Studios’ founder and game designer Shailesh Prabhu to talk about the recent launch of...]]></description>
				<content:encoded><![CDATA[<p>Launched recently sandwiched in dire competition between Marvel’s <em>Avengers Initiative</em> and famed indie developer Terry Cavanaugh’s <em>Super Hexagon</em>, Yellow Monkey Studios’ <em>Huebrix</em> has been fighting for the attention its developers believe the game truly deserves. We sat down with Yellow Monkey Studios’ founder and game designer Shailesh Prabhu to talk about the recent launch of their game, the struggle to break out of India to reach a global market and putting Indian indie game developers on the global map.</p>
<h2>Made in Mumbai</h2>
<p><iframe src="http://www.youtube.com/embed/StTUrOy0mBE" frameborder="0" width="600" height="338"></iframe></p>
<div class="greenquote">If you get the game out there in front of people and they see a good solid game, they will take notice of you.</div>
<p><em>Huebrix</em>’s success might also have a larger, unnoticed impact that many outside of India might be missing. It is giving many developers in India the hope they’ve always wanted: that it’s possible to reach a global audience outside of their own non-existing games market. ”We have now seen that if you get the game out there in front of people and they see a good solid game, they will take notice of you,” he argues. The game is being lauded by the local <a href="http://www.indianvideogamer.com/reviews/review-Huebrix/">Indian game press</a> as one of the few Indian games that reached out beyond its borders that the Indian game development community could be proud of. “The Indie Development scene in India is pretty nascent,” Prabhu says. “There are quite a few people who are interested and intrigued by the scene but not enough people actually doing proper work. We run a small Indie Game Development Facebook group here called LIGD; we have about 300 odd members, but maybe only 30 are active. Also, since the local market is virtually non-existent, most of the developers face the issue of actually reaching out and making their presence felt at the global level.”</p>
<h2>Staying afloat</h2>
<div id="attachment_7417" class="wp-caption alignnone" style="width: 610px"><a class="img-prettyPhoto" title="The obviously delighted Prabhu receiving his award for Huebrix at hoPlay in Bilbao, Lisboa." href="http://gamesauce.org/news/?attachment_id=7417" data-rel="prettyPhoto"><img class="scale-with-grid size-full wp-image-7417" title="Shailesh receing the award at hoPlay" src="http://gamesauce.org/news/wp-content/uploads/2012/11/Shailesh-receing-the-award-at-hoPlay.jpg" alt="" width="600" height="338" /></a><p class="wp-caption-text">The obviously delighted Prabhu receiving the award for &#8220;Best Original Idea&#8221; for Yellow Monkey Studios&#8217; game Just a Thought at the HoPlay 2011 video games festival in Bilbao, Spain.</p></div>
<p>Yellow Monkey Studios has been around for over five years. During this time, four members of its team managed to work on three games and release them. In 2007, the studio started off designing and pitching a Nintendo DS based point-and-click adventure called <em><a href="http://www.yellowmonkeystudios.com/blog/category/yms/mortley/">Mortley &#8211; A Stitch in Time</a></em> to many publishers. Regardless of the good response, many seemed to be quite skeptical that an Indian indie studio could complete and polish a game for the DS. “Most publishers ended up telling us to complete the game and then they would see, but that meant a $100.000 US dollars risk for us, and we didn’t have that money,” he says. The launch of the Apple App Store around that time meant a new opportunity for the team and they quickly decided to move to developing games for iOS. The first project to come out of that endeavor was <em>Finger Footie</em>, a top view flick-based Soccer game. Like many other game developers, the team had to struggle to get the game some visibility. So for their second game, Shailesh and his team decided to do something that would definitely catch people&#8217;s attention.</p>
<p>The resulting game was <a href="http://itunes.com/apps/itsjustathought"><em>It&#8217;s Just a Thought</em></a>, which won them the &#8220;Best Original Idea&#8221; at the HoPlay 2011 video games festival in Bilbao, Spain. Yellow Monkey studios has been financed in the only possible way most aspiring game studios in Asia are able to: work for hire jobs. “We’ve had to go back to work for hire in between projects or sometimes even during them to pay the bills,” says Prabhu. “The award at HoPlay 2011 with <em>It&#8217;s Just a Thought</em> had a cash component to that which, along with the work-for-hire project we did, helped us stay afloat during the production of <em>Huebrix</em>.” Though sales for <em>Huebrix</em> are still growing, the game enjoyed a steady climb up both the iOS and Android charts and has pretty much covered its development costs. Shailesh and his team were recently able to attend their first ever game conference back in May this year, volunteering at the inaugural edition of Casual Connect Asia in Singapore. The event gave them their very first chance to show <em>Huebrix</em>to publishers and meet other international game developers. But after disappointing leads, they decided to release the game themselves after all.</p>
<div class="greenquote">Even in the age of the internet, I think people really do value you more if they know you and can put a face to an email ID.</div>
<p>“We don’t have any publishers who take games developed here to the global market and we don&#8217;t have any internationally-acclaimed game development awards or more than one conference here,” Prabhu tells. “Even in the age of the internet, I think people really do value you more if they know you and can put a face to an email ID. It&#8217;s financially not possible for us at this point to travel to all these conferences to be seen, but we are trying to do whatever we can.” And until now, that effort to establish direct and strong relationships with the international press has not been in vain.</p>
<h2>‘Hindi’ PR at its best</h2>
<p>Regardless of all trials and tribulations, <em>Huebrix</em> has become an important milestone for the Indian indie game development scene for reaching the global mobile market, setting higher standards for a game’s level of polish and achieve outstanding recognition by game media from all over the world. They also recently spoke about their journey developing and promoting <em>Huebrix</em>at India’s prime game conference, the <a href="http://ngdc.nasscom.in/">Nasscom Game Developers Conference </a>in Pune, India.</p>
<div id="attachment_7416" class="wp-caption alignright" style="width: 226px"><a class="img-prettyPhoto" title="One of many art styles that were considered for Huebrix before the decision was made to go for the more slick &amp; simplistic design the game has now." href="http://gamesauce.org/news/?attachment_id=7416" data-rel="prettyPhoto"><img class="scale-with-grid size-thumbnail wp-image-7416" title="dragon heads" src="http://gamesauce.org/news/wp-content/uploads/2012/11/dragon-heads-216x240.jpg" alt="" width="216" height="240" /></a><p class="wp-caption-text">One of many art styles that were considered for Huebrix before the decision was made to go for the more slick & simplistic design the game has now.</p></div>
<p>Prabhu and his team simply did what any indie developer would, and should do. They involved a blogger in game development, and he made their work noticeable by actively posting about their development process. “I think staying active on these channels helped us get noticed by the right people at Apple and we have been able to get on the New and Noteworthy sections on launch day, and even get some promotional banners in some places,” Prabhu agrees. “That helped greatly with downloads. Besides that, we did press releases and had a proper media kit and promo codes ready for anyone who wanted to write a review. We sent those things out in advance specifying the release date and such. We didn’t really have any budgets for promotion.” But that didn’t stop them from being smart about PR &amp; marketing. They were able to involve the well known and beloved indie-friendly PR expert Joseph Lieberman from VGSsmart glory, who assisted Yellow Monkey Studios in writing and spreading their press releases to the right media outlets. “He really loved the game and wanted to help us.” So far Yellow Monkey Studios’ efforts bore all the fruit they’ve hoped for. “We have risen to Rank 73 in iPhone games and Rank 28 in iPad Games on the iOS App Store, and we hope <em>Huebrix</em> will rise even more,” Shailesh says. “It is actually tough to launch on the same day as Avengers and Terry Cavanagh&#8217;s game Super Hexagon, but I hope we will still be seen by enough people.” Prabhu and his team also spread the word of the iOS and Android versions by getting a Flash version of <em>Huebrix</em> published on as many flash game portals as possible. <em>Huebrix</em> has been submitted to IGF China and the international IGF as well, and the game also became a finalist in the ‘Best International Game’ category for the Freeplay Awards 2012 held in Melbourne, Australia.</p>
<p><em><strong>Huebrix’s statistics till this week have been around the following numbers Prabhu and his team were gracious enough to share with us:</strong></em><br />
<strong> iOS: </strong>22k+ sales<br />
<strong>iOS ratings: </strong>average of 4 out of 5 Stars<br />
<strong>Android: </strong> over 600k Downloads confirmed by their Android-focused publisher.<br />
<strong>Google Play ratings: </strong> 4.4 out of 5 Stars<br />
<strong><em>Huebrix</em>’s Flash version: </strong><br />
• 187k+ plays on Kongregate • 207k+ plays on Armor Games<br />
• 38k+ plays on Newgrounds<br />
<strong>Flash version ratings</strong><br />
• 3.7/5 (Kongregate) (9100 ratings)<br />
• 4/5 (Newgrounds) (1500 ratings)<br />
• 7.6/10 (Armor Games)</p>
<p>Following features on many popular mobile game websites such as PocketGamer.co.uk and being mentioned on TheGuardian.co.uk, reviews are also appearing on Appspy.com and TouchArcade.com. <em>Huebrix</em> even received a review on <a href="http://www.edge-online.com/reviews/Huebrix-review">EDGE Magazine’s website</a> (a 7/10), marking another giant step for the little Indian indie game studio. Though <em>Huebrix</em>’s Metacritic just went up to 76/100 (it was 74/100 a few weeks before), the young developers at Yellow Monkey are obviously overjoyed by the attention their game has been receiving.</p>
<h2>Not the very first, but certainly not the last</h2>
<p><iframe src="http://nasscom.kpoint.com/em.php?gconfid=gcc-6ac0f863-5368-4b5a-93e2-0ca2d31ebece&#038;xc=ON2EH&#038;size=M" width="616" height="407"> </iframe><br />
In the history of the rather booming Indian game industry, <em>Huebrix</em> is treading in rather giant corporate footsteps of international success of giant game companies such as <a href="http://games2winmedia.com">Games2win Media</a>, one of India’s biggest game development studios and portal operator that was able to generate over <a href="http://games2winmedia.com/2012/06/25/how-games2win-managed-10-million-downloads-of-its-no-1-game-app-parking-frenzy-without-spending-any-money-on-advertising/">10 million downloads</a> of their Flash-title-turned-to-mobile game <em>Parking Frenzy</em> on both Android and iOS. Other Indian game titles might have slipped into the global market on various platforms including mobile, PC and console, but most likely have not even been recognized as coming out of a country with one of the fastest growing and incredibly talented game development community in the world. Relatively speaking <em>Huebrix</em>’s moderate global success compared to Games2win Media is not only a giant beacon of hope for the Indian indie development community and set the bar high for levels of quality and polish mobile games need to succeed in their competitive markets. It’s also a significant mark for many other indie developers in the other far corners of the world who are desperately trying to reach an audience beyond their country’s own, often non-existent markets.</p>
<p><em><strong>Yellow Monkey Studios is currently planning their next title and have launched a major update for <em>Huebrix</em> today. They&#8217;re also adding a cool new update to<em> Huebrix</em> today that enables &#8216;Zen Mode&#8217;, a special mode for Color Blind people and the much delayed iPhone 5 graphics. Check out <em>Huebrix</em> for yourself <a href="http://bit.ly/HUEBRIX_iOS">here</a> for iOS and <a href="http://bit.ly/HUEBRIX_GPFree">here</a> on Google Play.</strong></em></p>
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