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Exclusive Interview with Indie Developer Bart Bonte!
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Exclusive Interview with Ed Key co-creator of Proteus
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Mike posted in Indie Games
Paranautical Activity V1.4 - The Megaupdate!
   
May 16, 2013

Mike posted in
May 16, 2013



John commented on Switch dimensions in this indie adventure game:
“That looks pretty sweet!”
April 30, 2013


Kevin posted in Indie Games
Switch dimensions in this indie adventure game
 It's hard to believe this is an indie game with it's level of polish and production value, but Oliver and Spike looks like an awesome puzzle, adventure game, the dimension swapping animation/effect is really a delight to watch. 
Read More
April 30, 2013


John ologized Kotaku's post Killing Yourself Is Fun In They Need To Be Fed 2 to Indie Games
April 29, 2013

John posted in Indie Games
Mage Faire Update Post
Gremlins at BayPosted on: April 28th, 2013 by Ann BouchardGremlin ControlFirst of all, we want to thank everyone for your generous offerings of anti-Gremlin spells, potions, curses, dances, beseechings to the code gods, and other creative solutions. Many gremlins appear to have been re-assigned to other developers. The overall blood pressure and rate of production of stomach acid at Mage Faire Studios is decreasing. One or two gremlins is to be expected for any software project, and as long as we keep the gremlin population to that size, we’ll be fine. So, please, keep it up!PreludeAt the beginning of any game, there is a fair amount to learn. How do you move? How do you communicate? Where can you go? What can you do? What are you supposed to do? It can be overwhelming, trying to figure this all o...
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April 27, 2013

John commented on Hotline Miami OST - Miami:
“Oh cool!”
April 27, 2013

Kevin commented on Hotline Miami OST - Miami:
“Yeah Hotline Miami was heavily influenced from the movie Drive”
April 27, 2013

John commented on Screenshot of one of the new areas in Mage Faire Online:
“@CHris Unfortunately, we're having problems with making the areas too big -_- so they may be relatively small but we plan to have an absurd amount of them! Eventually, maybe even a hundred small areas for each area.”
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April 27, 2013

John commented on Hotline Miami OST - Miami:
“This reminds me of the soundtrack from "Drive". Good stuff!”
April 27, 2013


Kevin posted in Indie Games
Hotline Miami OST - Miami
Been listening to this soundtrack again, forgot how incredible it is 
Read More
April 26, 2013

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Exclusive Interview with Indie Developer Bart Bonte!

Chris Germano
Ology Gaming
GeekOlogy
Indie Games
2 Comments
Independent game developer Bart Bonte recently took the time to discuss his views on the indie game scene, some of his games, and game design with me.  Sit back, grab a fresh cup of coffee, and take a few minutes out of your day to check out Bart's insightful comments on the industry, and more:
 
 
Chris: I first discovered your work with 14locks. Why do you think first-person games rarely incorporate strong puzzle mechanics?
 
Bart: I created '14locks' (http://bartbonte.com/14locks/) because I wanted to learn the 3d game creation tool Unity, and there's no better way to learn a new tool or language than by trying to create a game with it. I was also a bit bored at that time with the traditional 'escape the room' games: 2d games where you are locked inside a room and must try to escape by solving little puzzles and exploring the room. I wanted to bring this kind of game elements in a new way. That's perhaps why lots of people enjoyed the puzzles.
 
 
Chris: For many, the Sugar, Sugar games are somewhat reminiscent of the Falling Sand Game series. Was that series an inspiration during your design process? If not, what was?

Bart: Many initial ideas for my game ideas are triggered by a certain situation I'm in, or are triggered by an image I see somwhere. A couple of my game ideas even came to me in a dream. But I must admit for 'sugar, sugar' (http://bartbonte.com/sugarsugar/), there is no pretty story and it didn't happen that way: I deliberatly was looking for a way to introduce game elements in a sandbox toy environment.
 
 
Chris: Furiosity is a great example of a game running on a single iterative mechanic. What were some challenges in creating later levels? Was it difficult testing how "fun" the game was since you created the puzzles?

Bart: 'Furiosity' (http://bartbonte.com/furiosity/) was built in a couple of days for a game jam (http://www.fuckthisjam.com/) centered around the theme of making a game in a genre you hate. I created it on a whim in a reaction to the mobile pseudo-game 'Curiosity' by Peter Molyneux,  where everyone is tapping blocks away from a giant cube with the purpose of clicking away the very last block, and to find out what 'life-changing amazing' thing is inside.
The whole game was an exercise for me to see what game elements I could introduce into this simple mechanic of tapping an array of blocks in just 2 days and what 'life-changing amazing' thing I could put into the game as a price for the first person to complete the game. You can read about that here (http://www.bontegames.com/2012/11/furiosity-gets-winner-winner-gets.html). What's inside the real Curiosity we still don't know. Every level of Furiosity was created by defining a set of rules. For the later levels it did cost me a lot of time to try and find out if there was in fact a solution for the rules I had created.
 
 
Chris: What types of games (video, board, card, etc) do you play the most?

Bart: I must say I'm not an avid gamer, but all or most of the games I'm playing are indie games.
For the moment I'm enjoying 'Kairo' (http://kairo.lockeddoorpuzzle.com/) by Richard Perrin. It really gives me appetite to start to create another 3d first person puzzler, after I'm done with the projects I'm working on for the moment. On mobile recently I enjoyed 'Hundreds' (http://playhundreds.com/) very much. The amount of detail that was put into the game design for this is unbelievable.
 
 
Chris: EdMcMillan of Team Meat has said that to become a successful indie developer (especially when starting out), you should make as many games as you can. As a somewhat prolific indie developer, what are your thoughts on this? What do you think makes a successful indie developer other than just monetary profit?
 
Bart: My advice to someone who wants to start making games would be to go for something unique from the beginning and don't try to start making clones of existing games. Don't get your inspiration from existing games, let the outside world inspire you. Keep your scope small, but try to bring something unique. It will get you far more attention than a technically perfect clone of an existing game genre. In my own games I'm always trying to force myself to use a limited number of elements for one particular game and build a complete game around these elements. This helps to keep the projects rather small and stay focused.
 
 
Chris: How important do you think it is for indie developers to make mobile versions of the PC/web releases?
 
Bart: I had been holding off mobile development for quite some time until I did 'Sugar, sugar' for mobile. Developing for mobile devices takes a lot more planning and thinking. iOS only has a few different screen resolutions, but Android is so fragmented, you have to come up with a way to make your game independant of screen resolution. Also for the first time I was confronted with performance speed. I had never before encountered any performance limits on my webgames, but if you want your mobile game to run smoothly even on the cheapest Android devices too, you really have to make sure your code is optimised to the max. But all that hard work and thinking work payed off. 'Sugar, sugar' (http://bartbonte.com/sugar/) already sold over 25000 times since its release a couple of months ago. So my advice would be to definitely look into bringing your games to mobile, but invest proper time into it, so you can do it right.
My webgames are always free to play, my mobile game aren't free, but I don't want to charge money for exactly the same experience as you can get in the browser: I want the game to feel like it was designed for mobile.
 

Chris: Would you rather fight 100 duck-sized horses or 1 horse-sized duck?
 
Bart: Bring on that horse-sized duck! Maybe I could try to persuade it and challenge it to have a go at one of my harder puzzlers instead of the fight.
 
-----
 
Short but sweet; a quick interview with some seriously useful information. If you're interested in creating games in today's industry some of the best advice comes from experienced developers, so keep your eyes and ears open. Feel free to leave feedback on the interview and if there's a developer or studio you're particularly interested in, leave a comment. There's some really cool stuff coming up so keep checking in!

Comments (2)

Juan Sierra profile picture
Juan Sierra : What a good interview! I usually read this kind of things skipping paragraphs but it was so interesting
February 7, 2013
Jen profile picture
Jen Gass: Thanks for the game suggestions Bart! Great interview
February 5, 2013