I started Minicore Studios in 2011 because I had a hard time dealing with the idea that rising the ranks in a larger company likely meant little creative control for years and years. I'm a big believer in the craft of game development -- unique narratives, settings, and characters define my favorite games of the past and the games we're making at Minicore.
Platform agnostic and hungry for a foothold in the industry as a leader in artfully crafted games, we were able to raise private funds to operate while we develop what we hope will be the next 2D masterpiece, The Sun at Night. We're also involved with mobile games -- Tumblewords for iOS is out now and is awesome. I highly recommend it.
I have a unique business perspective as well as the perspective of someone who doesn't always agree with the leaders of our industry. Most recently, the push for more democratization in games from Valve and other leaders in games have caused me to ponder the future of independent gaming and perhaps the need for a curation-based platform to counterbalance the shift toward public design.
Running out of cash you got from a crowdfunding campaign isn't the end of the world, or your project, but developers need to be smarter and nicer in order to climb that hill to finally deliver.
This past Sunday's Nation of Indies event pumped life into a recently struggling Austin game development scene. Here are some highlights from the event from the standpoint of an indie developer in the audience.
Closed platforms are becoming a thing of the past. While mainly good news for independent developers, the bad news is with openness comes overcrowding and discovery issues for games without traditional marketing hooks. OUYA is not fixing that problem yet.
[Blog - 01/27/2016 - 12:55]
Great read, John. Not surprising. ...
Great read, John. Not surprising. r n r nGoing back to your there 's money in Texas I think statement. I think it 's about scaling. There are groups in Austin who do seed funding and low end deals for raising equity, but 10K- 150K goes so fast in game ...
[News - 10/06/2015 - 03:41]
[Blog - 04/23/2013 - 03:10]
Thanks for this article. I ...
Thanks for this article. I don 't think you 're overreacting to feel hurt by Kamitani 's response. There could be a tone we 're missing from his response since it 's written, but either way I think it was the wrong way to respond to the criticism. The punchline, ...
[Blog - 02/10/2013 - 12:47]
I definitely agree that devs ...
I definitely agree that devs shouldn 't rely on the storefront for their marketing. Totally agree. I think from the platform developer 's perspective, though, wouldn 't you want to create a space where devs feel like if their work is qualitatively accepted and adored it would yield some tangible ...