TPG Cast Episode 9: GOG Interview With Trevor Longino

Adam Ames and Phil Cordaro talk with Marketing and PR Manager for GOG.com, Trevor Longino about all things digital distribution.  Trevor also speaks on his discomfort with massively discounted PC gaming sales and how GOG researchers deal with finding info on old titles.  Adam asks about the difficulty convincing developers to embrace DRM-free while Phil brings up why GOG seems to be alone in global flat-rate pricing.  In addition, Trevor talks a bit about the shift in bringing indies and modern titles to GOG.  Plus much, much more.  Oh yes, according to Trevor, Carmageddon is still coming to GOG soon.

Download via Dropbox or listen on YouTube.

Running Time: 1 hour, 22 minutes.

TPG Cast Episode 4: Dustforce Interview

Adam Ames talks with Hitbox Team to discuss the success of their great platforming title, Dustforce.  You will learn why the team turned down a publishing deal, how a head of lettuce inspired sound design, their relationship with Valve, Dustforce sales numbers,  post-launch support, level editor release and so much more.

You can download direct via Dropbox or listen on YouTube.

Running Time: 1 hour, 18 minutes

The Thunder Rolls: Drip Drip Interview

Conducted By Adam Ames

TPG interviews Thomas Konkol, head of Imminent Games, and developer of the upcoming title, Drip Drip.  You will read about how Thomas got started in PC gaming development with Dragon’s Lair 3D, his thoughts on piracy, DRM and other industry topics, why a cross-country trip through the United States is responsible for his game vision, difficulties with low-end PCs and much more.

Continue reading

Deep In The Heart Of Texas: Starlight Inception Interview

Conducted By Adam Ames

CCO of Escape Hatch Entertainment, Garry M. Gaber, talks to TPG about the successful Kickstarter campaign for their upcoming space combat game, Starlight Inception.  You will also read how Garry’s love for sci-fi shaped the idea for Starlight Inception, his take on DRM and piracy, beginnings at LucasArts, advice to other start-ups and much more.

Continue reading

Nancy Drew: Tomb of the Lost Queen Interview

Conducted By Adam Ames

TPG was proud to interview the Twin Sisters of Development, Jeanne and Cathy Roiter from Her Interactive.  They speak to us about their latest point-and-click adventure title, Nancy Drew: Tomb of the Lost Queen.  You will read about their thoughts on setting difficulty levels, social networking, the use of a female protagonist, fears of texting and much more.

Continue reading

From ASCII To 3D: Evochron Mercenary Interview

Conducted By Adam Ames

TPG had the privilege of speaking to the head of StarWraith 3D Games, Shawn Bower.  He goes into great detail about his grand space-sim title, Evochron Mercenary.  You will read his thoughts on the PC gaming industry, where is love of sci-fi came from, the personal struggles of juggling development with a full-time job and much more.

Continue reading

Chasing The Dream: Wizorb Interview

Conducted By Adam Ames

Jean-Francois Major (pictured middle with Jonathan Lavigne – left and Justin Cyr – right), from Tribute Games talked to TPG about their action-adventure block breaker, Wizorb.  You will read about the development jump from consoles to PCs, the pitfalls from developing in an unfamiliar genre, thoughts on the PC gaming industry and more.  Here is a teaser:

Where did the idea for Wizorb come from?

Jonathan Lavigne came up to me about two years ago saying we should try to make our own games. Since I was working on my own small engine, I thought it was a perfect opportunity to put it to the test and flesh it out with an actual product. He had been working on the idea for Wizorb and it sounded like a reasonable project to tackle for a first game. You can read his blog post on his blog detailing his inspirations for Wizorb.

Continue reading

From Grandma Plays It to Ultra Hardcore: A Valley Without Wind Interview

Conducted By Adam Ames

The gang from Arcen Games (pictured above left to right: Pablo, Hunter, Chris, Marisa and Erik) just released their newest title, A Valley Without Wind.  Founder, Chris Park, took some time after the big moment to speak to TPG about what it took to develop, AVWW.   You will read about his origins in the modding community, setting difficulty levels, the do’s and dont’s of being a successful indie, thoughts on the PC industry and more.

Here is a taste:

Where did the idea for A Valley Without Wind come from?

CP: There wasn’t really one central idea from which the entire game sprang.  We wanted to make an adventure game in an interesting world, and we wanted to have choices matter over the long haul.  We also wanted tactical depth to the combat.  So we started prototyping ways of accomplishing those goals, and just kept refining that — with massive help from our playerbase during beta — until things felt right.  Fifteen months of that was a long road, for sure!

Continue reading

Mathematical Principles: Waveform Interview

Conducted By Adam Ames

Ryan Vandendyck (pictured above with composer, Scott McFadyen) from Eden Industries spoke to TPG about developing his first PC title, Waveform.  You will read about how a doodle became a game, the difficulties in marketing and system configurations, thoughts on DRM and piracy plus more.

How do you feel about indie bundles and Pay What You Want Pricing?

I think they’re very cool for getting more exposure for indie games, but I hope it doesn’t get to the point where people see the bundles as the only way to get indie games. I’ve been contacted by a number of different bundles about including Waveform, and I’m sure you’ll definitely see it bundled somewhere in the future.

Continue reading

A World Full of Big Clunky Cogs: Vessel Interview

Conducted By Adam Ames

John Krajewski, big man on campus over at Strange Loop Games, took some time away from coding to discuss his one-of-a-kind action/puzzler, Vessel.  You will read how a physics experiment led to development of Vessel, why he released a demo, his thoughts on marketing and the PC industry, plus much more.  Here is a taste:

What advice would you give up-and-coming indie PC developers who are trying to break into the business?

Finish something. Anything! Starting is easy, finishing is hard. Have realistic scopes. This is an amazing time to get into the industry as an indie, there are so many tools and platforms to use to launch yourself on virtually zero investment.

Continue reading

Will Fight For Food Developer Interview

Conducted By Adam Ames

Arvind Yadav from Pyrodactyl Games, developers on Will Fight For Food, speak to TPG about their development process, success and failures in creating Will Fight For Food, his thoughts on the PC gaming industry and much more.  Here is a preview:

Where did the idea for Will Fight For Food come from?

The game is a strange one. Ian and I were throwing ideas around, and the two types of games that we both liked were RPG and old school brawlers. The conversation mechanic was a bit of my personal project, because I feel conversation mechanics are an area current games can improve a lot in.

Continue reading