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Game DevelopmentTel Aviv 2016Video Coverage

Stav Goldstein: Creating and Enriching the Fictional World

January 5, 2017 — by Catherine Quinton

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How does using the game medium benefit the experience I want to create? - Stav GoldsteinClick To Tweet

Stav Goldstein is a freelance game designer and artist who also teaches game art at Mentor College. In 2015, Stav founded Fireberry Studio while releasing the first chapter of their title The Splitting and has since released the second chapter of the title.

Stav really enjoys the advantages of working freelance, including sticking to their own schedule and choosing to work on projects that are interesting and challenging. But there is also the disadvantage of working from home – it can be lonely at times. At Casual Connect Tel Aviv 2016, Stav shared their experience of developing their game series, as well as gave tips and tricks to the aspiring developers who also want to create worlds of their own. 


DevelopmentExclusive InterviewsGame DevelopmentIndie

Jan Zelený: Chugging Along with Mashinky

January 1, 2017 — by David Radd

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Jan Zelený is the creator of Mashinky

Jan Zelený is the creator of Mashinky, which recently won at GDS Indie Awards 2016. This will allow Jan to show off the game at Indie Prize at Casual Connect Europe.

“It is basically a huge opportunity to spread the word,” said Jan. “Since I am the only one developer of this game, it is very hard to contact a wider audience and get in touch with the press.”

Mashinky is based on players creating their own transportation empire based around trains over multiple time periods. Jan has always loved railway transportation and the way steam engines worked, even owning a model railroad as a child. Besides that, Jan says the primary inspiration for the game was very simple.

DevelopmentExclusive InterviewsGame DevelopmentIndie

Séverin Larose: Finding Soul in Flash Games

December 30, 2016 — by David Radd

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Séverin Larose of SoulGame Studio has created multiple titles, including Rogue Soul II. SoulGame recently received the bronze medal at Ludum Dare gamejam, which Séverin was extremely proud of since it was the studio’s first time participating in the event.


“The concept we came up with was new to me, I had never worked on a pure puzzle game before so it was nice to check that we could do puzzles as well,” said Séverin. “It also meant that the experience I had accumulated working with Flash was allowing me to ‘impress’ people with high quality polish in just 72 hours of work, since many comments were actually skeptical about the possibility of achieving such a result in such a short time frame… that was really satisfying and motivating.”

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Séverin Larose of SoulGame Studio.

It hasn’t always been easy for Séverin, having to work as a part-time music teacher during the creation of SoulGame’s first release: The Soul Driver. There were other games before that, but Séverin was willing to scrap partially complete projects in order to put something out at the level of quality they wanted.

“I think most of us aim at perfection when we create things even if we never reach it, but I think some devs are just more reasonable than I am when it comes to budget and deadline. I did spend a lot of time, hard work and money just to make our games better, when they could have been released. Sometimes I spend a whole day on an invisible detail… I basically only stop when I’m so out of cash that I can’t continue!” detailed Séverin. “It’s just that I really value players’ enthusiasm, a lot. It’s extremely rewarding for me, even more than money. It’s really quite logical after all, we just want to make games that people love, and yeah sure, if I get rich in the process, awesome! But that will be a consequence, not a goal.”

Séverin has also participated in Indie Prize, after talking to Khail Santia from Moocho Brain who talked about how great the experience was for them. “Indie Prize to me was an unique occasion to meet in person a lot of people from the industry. It was kinda epic, to be honest!” said Séverin. “I got so used to working on a remote basis, dealing with email and invisible people, so meeting them after all those years was a kind of ‘real world’ confirmation that everything we lived was actually true. I especially loved meeting and share experiences with my fellow game developers from literally all around the world, some I’m still in touch with.”

Exclusive InterviewsGame DevelopmentPostmortem

Madness Road: Showcase (in Life), Destroy (in Game)

December 3, 2016 — by Orchid

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Cells Games is a small indie team of professionals that got together a few years ago. But it was just in the beginning of this year that they found time to focus on a project. The team got even more tight-knit when they started preparing for the Game Jam Kanobu 2016 contest where they eventually won the  Unity Special Award there.

“We work remotely, everyone being in different parts of the world: I’m in Kyiv, our programmer Sasha is in Krasnoyarsk, another programmer Misha and artist Andriy are in Dnipro, and sound designer Anton is in St. Petersburg. So yes, it’s all remote, but this doesn’t get in our way to communicate and have good workflow”, says the studio’s CEO Eugene Lavrinenko as he shares the story of Madness Road, a mobile racing game inspired by post-apocalyptic movies about total destruction.


Game DevelopmentPostmortem

EnigmBox: Always Think Outside the Box

November 30, 2016 — by Industry Contributions

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By Benoit Freslon

I’m Benoit Freslon, I’m 31, based in France, and I’ve liked making games since my childhood. I studied in a gaming school and earned experience in a game studio in Paris before becoming a solo indie game developer in 2009.

EnigmBox on iOS is a compilation of 56 different puzzles that make you “think outside the box”. Use all the iPhone functionalities: move it, touch it, take pictures, capture videos, plug in accessories, use location service, all buttons and the mobile features.
At Casual Connect Asia this game won the Best in Show Critics Choice and the Most Innovative Game awards.


ContributionsGame Development

A Day in the Life of Plarium Concept Artist Andrey Ivanov

November 29, 2016 — by Industry Contributions

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A wise man once said, “with great power comes great responsibility”. Concept artists understand this sentiment better than most. With full creative license, concept artists have the unique and enviable ability to make the game world match their vision of what it should be. If this concept hasn’t been fully fleshed out or has mistakes, then that’s all going to end up in the game - rendering useless the work of 3D artists, animation artists, and all those other talented professionals who worked to bring this concept to gaming life. Plarium concept artist Andrey Ivanov has been successfully tackling these challenges on a daily basis over the past four years. Let’s follow along as he takes us through a day in his shoes.

By Andrey Ivanov, Concept Artist at Plarium


Game DevelopmentPostmortemStudio Spotlight

One Day in London: What if the Idea Works? The Story of OWL-Studio

November 25, 2016 — by Industry Contributions

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How do startup companies begin? It’s different for everyone. For some people, having lots of brilliant ideas is the thing, and sooner or later one of them is brought to fruition. Some people polish their single idea for many years before finally finding the resources to bring it to life. For some, it’s happenstance. OWL-Studio’s CEO Vera Velichko shares her experience.


Game DevelopmentPostmortem

BalanCity: Balancing Gamedev and Kids

November 22, 2016 — by Industry Contributions

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BalanCity is a goofy mixture between the oldschool Sim City and Jenga. In this physical city builder you need to make a towering metropolis over a treacherous seesaw. You can build houses, offices, parks, transportation, landmarks and more. Eventually, disasters will hit your city, so you must have your emergency services ready to act. Citizen approval is also a thing you must take care of if you do not want your people to start rioting and burn the city down. There is a Free Build Mode as well as Challenges and Scenarios where you must build real life metropolis with their famous landmarks. 


Game DevelopmentPostmortem

Wrath of Loki: Transferring a Casual Adventure Game into VR

November 21, 2016 — by Industry Contributions

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“At The House of Fables we specialize in making casual adventure games, where hidden object scenes and logic puzzles are the most important aspects of gameplay. Fascinated by the possibilities offered by VR we decided to transfer this kind of game into the immersive VR environment. We instinctively felt that beautiful hand-drawn hidden object scenes may be much more fun to play in 360˚”, says The House of Fables’ producer Marta Wierzbolowska as she sheds more light on the creation process of Wrath of Loki, The Best VR Game and Most Innovative Game of Indie Prize Tel Aviv 2016.

“We knew that VR projects were dominated by horror and thriller experiences. Therefore we decided to offer something completely different: a relaxing experience based in pleasant
locations and casual puzzles. That is how Wrath of Loki was born”.

Game DevelopmentPostmortem

21 Steps to Soul: Game and Dev Changing Together

November 16, 2016 — by Industry Contributions

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“21 Steps to Soul is not just the first game I have developed, it is closely connected to the story of my life”, says Russian indie developer Grigory Everstov as he shares his story of a gamer and then developer. 
The number 21 in the game title is a reference to 21 grams that people presumably lose when they pass away. Grigory likes to think that is how much he put into creating his game.


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