Interview

Ellipsis Interview: Yacine Salmi Innovates Touch Controls

Ellipsis was built from the ground up with touch controls in mind - players dodge enemies, traps and obstacles as they explore space in over 130 quick and challenging levels. Yacine Salmi, founder of Salmi Games discusses the importance of releasing Ellipsis as a text-free version, the perception of indie developers across the globe and if VR will be a success going forward.

Magitech Q&A with Duke Wong: Solving the Skill Gap

Magitech was a unique title available during the MomoCon 2016 Indie Showcase because of its rare goal—the unification of gaming, entertainment and learning. Most games are created as entertainment or art but this is one of the few titles being developed which hopes to leave the player a little better prepared for life outside the game each time they are finished with a quest.

Screencheat Interview: Nicholas McDonnell’s Insight into Indie Development

Samurai Punk built an entire game around the concept of screen cheating. The difference? Instead of being a jerk for looking at the other player’s screen, it is a central game mechanic required to figure out where everyone is on the map. All the character models are invisible—the only way to know where the enemy is lurking is by puzzling out what they are seeing in relationship to the map.

Dragon Con Interview: Dan Carroll, Director of Media Relations

Dan Carroll leads a team of volunteers to coordinate media outreach and guest interviews during Dragon Con, the largest convention in the known universe. During this time as a volunteer and Director of Dragon Can, Dan has met the cast of Buffy, Firefly, Star Trek and everything geek-culture that you can think of.

Gigantic Interview with Designer Carter McBee

Gigantic is currently in alpha-production, with a beta to release in August on Windows 10 and Xbox One. Carter McBee, Gameplay Designer with Motiga, discusses the current state of Gigantic, what players can look forward to and how the community is important to the development team.

Pneuma Q&A with Joe Brammer

The Co-Founder, Producer and Artist from Deco Digital discusses his studios first game Pneuma: Breath of Life, a first-person puzzle adventure that takes place during the genesis of the universe. "This game isn't about your skill with a controller, it's about how you perceive and analyze situations."

Stellar Interview with Kurt Hollowell

Dog Eat Dog Games founder and developer shares his insight into developing a rogue-like space shooter adventure where everything possible is randomly generated.

Lumini Q&A with Speelbaars

Steven Honders, Lead Game Designer, dives into what makes Lumini a relaxing and visually stunning experience.