IndieSider - indie video game developers interviews Podcast Por Ken Gagne of Gamebits arte de portada

IndieSider - indie video game developers interviews

IndieSider - indie video game developers interviews

De: Ken Gagne of Gamebits
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Insider interviews with indie game developersIndieSider by Gamebits is published under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Ciencia Ficción
Episodios
  • Demakes Decoded at PAX East 2024
    Mar 28 2024
    This past Sunday, for the first time since before the pandemic, I had the opportunity to share a panel with attendees of PAX East! Demakes Decoded: From HD to 8-Bit In an age of HD remasters, demakes buck the trend by reimagining a modern game for a more primitive console. Ever wanted to play Silent Hill 2 on the NES, Disco Elysium on Game Boy, or Portal on N64? Now you can! But how much of a game’s core gameplay is dependent on technology? What features are important to preserve, and how do you adapt the rest? Is it really the same game — and do the original copyright owners think so? We’ll chat with four demake devs about their projects, inspirations, and challenges, exploring how they balance modern innovation, technical constraints, and retro nostalgia. Featuring: Ken Gagne (he/him/his) [Editor, Juiced.GS]James Lambert (he/him/his) [Developer, Portal 64] Jasper Byrne (he/him/his) [Designer, Superflat Games] Colin Brannan (he/him/his) [Developer, Disco Elysium: Game Boy Edition]Animal Planet (they/them) [Developer, PicoWars] The audio from this panel is presented as a bonus episode of the otherwise defunct IndieSider podcast. Stream it below or from Apple Podcasts, YouTube Music, Pandora, Overcast, Spotify, Pocket Casts, iHeartRadio, TuneIn, or RadioPublic, and click past the jump for a written transcript. Transcript Ken Gagne: Welcome to the last day of PAX East 2024. Thank you for waking up before the crack of noon to join us for Demakes Decoded: From HD to 8-Bit. My name is Ken Gagne, pronouns he/him. Very excited to be sharing with you a panel of amazing developers today. A little bit of introduction and information before we get started. First, I want to start with a blank slide, land acknowledgment saying that we are residing on the ancestral and unceded lands of the Massachusetts people whose name was appropriated by this Commonwealth. We pay respect to the Massachusetts elders post and present. We acknowledge the truth of violence perpetuated in the name of this country and make a commitment to uncovering the truth. So this panel is about Demakes Decoded: From HD to 8-bit. And first, how many people here have no idea what a demake is? We got one person, two, three, four, five. Excellent. So for those five people, let’s establish what a demake is. A demake is not Resident Evil 4. That would be a remake. We’ve had some amazing, wonderful, very enjoyable and highly received and acclaimed remakes in the last few years. Resident Evil 4, Super Mario RPG, that weird game by Square that nobody thought would ever come back. And of course, Final Fantasy VII: Rebirth. So those are all remakes. A remake is re-imagining an older game for a newer system. It’s not just applying a new coat of graphics like The Last Of Us. It’s such a technological leap that they are actually almost going back to the drawing board and making a new game inspired by the original game. A demake, what we’re talking about today, is just the opposite. It’s re-imagining a newer game for an older system going backwards in time. And we have four developers here today who I’m about to introduce. So first, who remembers Portal? Yeah. Portal came out in 2007, 17 years ago, for Windows and Xbox 360. 11 years before that the Nintendo 64 came out, and James here has ported it, has ported Portal to the N64. And this is what it looks like. James, say hello! James Lambert: Hi, I’m James Lambert. Yeah, and I ported Portal to the N64. And I guess I just repeat what he said. It took me about two years to get to this point. And then the YouTube channel, if you want to check it out, you can see kind of the progress in the videos. And unfortunately you can’t get the ROM for me right now because Valve told me to take it down. But I’m sure if you searched online, you would be able to find it somewhere, but not just from me. Ken Gagne: Yeah, it’s like the Streisand Effect. The more you remove it, the more visible it becomes. James Lambert: Of course, yeah. Ken Gagne: Where are you coming in from for the panel? James Lambert: Yeah, I’m from Utah. That’s it. Ken Gagne: Well, thank you for coming all this way. James Lambert: And nobody else is. Ken Gagne: Another game that is actually going in both directions right now, a remake is coming for Silent Hill 2, which was originally released for the PlayStation 2 in September of 2001, where, speaking of James, James Sunderland is trying to find his dead wife, who he mysteriously received a letter from. And even more mysteriously, the game has been ported to the 8-bit Nintendo called Soundless Mountain 2. And the master of that thesaurus would be Jasper Byrne here. Hello, Jasper. Jasper Byrne: Hi there. Yeah, I made this one in 2008, so it’s quite a long time ago now. But it was originally for a competition for demakes run by The Independent Game Source, or TIGSource. It was a forum where a lot of indies used to post back in those days. And to my surprise, actually ...
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    1 h y 2 m
  • The Return of Couch Play at PAX East 2019
    Apr 10 2019

    The tenth annual PAX East was held last month, and I was honored to host two panels of brilliant speakers. One, “The Art of Craft: Inspiring Game Creations”, can be seen and heard on the Polygamer podcast. The other was “The Return of Couch Play”, looking at offline multiplayer as an alternative to online games such as Fortnite, PUBG, and Tetris 99.

    Steam, PS+, and Xbox Live make it easier than ever to get matched online — yet gamers are increasingly rediscovering the appeal of local, offline play. What are the unique challenges and opportunities of taking a game offline? How do you design a game for competitive or cooperative gameplay on the same screen? We’ll look at how to innovate this ancient tradition and design a game that makes the most of couch play.

    Featuring:

    • Ken Gagne [Digital Content Developer, Gamebits]
    • Tanya X. Short [Creative Director, Kitfox Games]
    • Christoffer Holmgård [Director, Die Gute Fabrik]
    • Danny Silvers [CEO, Lantana Games]
    • Zachary Johnson [Code / Design, Space Mace LLC]
    • Tommy Sunders [Art / Design, Space Mace LLC]

    Watch the video above, or download the audio edition below or from Apple Podcasts, YouTube Music, Pandora, Spoke, Overcast, Spotify, Pocket Casts, iHeartRadio, TuneIn, or RadioPublic.

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    1 h y 2 m
  • IndieSider #61: CRYPTARK by Alientrap
    Jul 5 2017
    CRYPTARK is a 2D sci-fi roguelike twin-stick shooter in which players pilot mechs charged with salvaging alien technology from derelict spaceships. Technological defenses remain active on these procedurally generated abandoned hulks, and players must shut them down and shoot the core if they hope to escape with enough artifacts to sell and fund their continuing expeditions. CRYPTARK is available from Alientrap for PS4 and Steam (Mac, Windows & Linux). In this interview, I speak with Alientrap creative director Jesse McGibney about this game’s artistic departure from Alientrap’s previous game, Apotheon, which was based on Greek mythology and pottery. We also chat about CRYPTARK’s two-player co-op mode and the lack of online play; how the game fared in early demos at PAX East 2016; the challenges of creating a game with procedurally generated levels; and the CRYPTARK’s time in Steam Early Access — a first for Alientrap — and the one-week delay between its Steam release and its arrival on PlayStation. Watch the video above, or download the audio edition below or from Apple Podcasts, YouTube Music, Pandora, Amazon Music, Overcast, Spotify, Pocket Casts, iHeartRadio, TuneIn, RadioPublic, or the Internet Archive. Links mentioned in this episode: CRYPTARK by AlientrapApotheonGamasutra – Game Design Deep Dive: Visualizing Cryptark’s 2D sci-fi worldCRYPTARK soundtrack by by Ryan Roth & Ryan Henwood“A richly strategic shmup” — Marsh Davies of Rock, Paper, Shotgun This is the final episode of IndieSider. My thanks to everyone who listened!
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    26 m
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