Luke Burtis is one of the most connected indie developers in the Seattle game industry, and for good reason! He’s doing exciting things with his own game incubator, House O Games, which is producing excellent work. Read on to find out how he got into game development and where he hopes to go from here!
1. Name and location
Luke Burtis – tinyBuild Games & HouseOgames – Both based in out of my house in Bothell, Washington.
2. How long have you been an indie dev?
Technically I’ve been an indie dev for the past 18 months or so. Before that I helped out indies while I was the production director at Casual Connect for 7 years. We’ve hosted different award shows, provided places for indies to demo their games for free, provided free hostel stays during our conference, etc.
3. Games released to date?
HouseOgames has released one game so far that we partnered up with tinyBuild to publish it on Steam. This game was called “Not The Robots” http://store.steampowered.com/app/257120/
tinyBuild have released the following:
4. Sum up your game / studio style in 3 words?
tinyBuild – Indie Game Publisher
HouseOgames – Seattle Game Incubator
5. Your career path – in a nutshell – to here?
I started in the industry way back in the day of the Xbox. I worked for 3 years doing certification testing. I then applied that knowledge to a company called Oberon Media (no longer around) whom put together the first XBLA games and need to pass certification. I helped them for 6 months which is where I met Jessica Tams (Oberon Seattle office GM).
After Oberon — I worked at Microsoft doing DRM testing for a year at which point at the end of my contract Jessica called me up and said she was starting the Casual Games Association and wanted me to help. At this point in time I had a choice to either take a job offer at Bungie working on Halo 2 or work with Jessica as a conference organizer. Obviously I was going to choose Bungie, but Jessica sent me a check in the mail and said welcome aboard… So, having money in my hot little hand persuaded me to work at the CGA. Which turned out to be the best choice thus far in my career.
I am playing around with the project built for our Unity 2D Intro class, and came up with this idea of having the player control two avatars at once. The two avatars have different jump forces and different mass, so … Read More
I am often astonishd by the creative talents I get to interactive with from the classes. Eric Sexton, a veteran game designer from Blizzard, Gearbox, and many other game companies has set out to make his own games with a tighter team. Let’s find out what’s keeping him busy these days.
Q: You’re a former designer at Blizzard and Gearbox. Tell us a little about why you wanted to learn the technical side of making games / Unity.
ES: I have been in the video game industry for nearly 20 years and I have always believed that great tools will return the industry to the days when small teams of 1-10 people can make amazing games. As the industry has moved forward the tools have become better. Unfortunately the development team sizes have kept growing to a point of unsustainability. I think we are finally at the point where that pendulum is swinging back in the other direction.
For me, learning Unity 3D was a vital step towards building my own games with a smaller team.
Q: What were your thoughts about the OMGS class?
ES: Your One Month Class to learn the basics of Unity was fantastic. I learn best by doing! This is something your class allowed me to do. Jumping in and start making things very quickly was fun, exciting, and reasonably easy. I really appreciated that.
Q: How have you used what you learned since?
I first met Joshua and Jessica, the dynamic duo from Doppler Interactive, at Unite 2012 in Amsterdam. They were instantly likable – funny, friendly, and full of energy. They are active in the Unity community with a popular plugin, and their latest game Cube & Star: An Arbitrary Love is a uniquely beautiful title that has won numerous awards.
1. Name and location
Joshua & Jessica McGrath – Doppler Interactive. Los Angeles, California.
2. How long have you been an indie dev?
Oh man…. five or six years?
Since Unity 2.6 was released I think. So… since early 2009.
3. Games released?
We released a few … early games of dubious quality. But our big games were / are:
Ball of Woe – www.ballofwoe.com
Cube & Star: An Arbitrary Love – www.cube-and-star.com
The Unity workshop at Microsoft in Chicago was great fun — fantastic people from Microsoft, engaging attendees, and lots and lots of little 2D jumpers on our screens!
And if you didn’t get to go to a Unity workshop … Read More
PlayMaker has make creating games on Unity even more easier and quicker, especially for artists and interactive designers. It has changed how I make games (and obviously if you look at our classes here, you’d know it’s my favorite Unity plugin!).
Ty Taylor is the creator of one of the most unique puzzle indie games in the past few years The Bridge, which has won numerous awards from PAX, IGF, to IndieCade and more! Tumblestone is his latest project (I played it earlier this year — woot SWEET multiplayer puzzle actions!) — let’s hear what indie dev wisdom he has in store for us today.
1. Name and location
Ty Taylor
Redmond, WA
2. How long have you been an indie dev?
It depends on how you define “indie dev.” I’ve been making games basically my entire life (physical and digital), and I’ve been working on The Bridge and other major independent projects since 2010. For most of that time I was moonlighting while working at Microsoft on the Xbox One, and only recently I left Microsoft to work full-time on my own projects.
3. Games released
The Bridge (thebridgeisblackandwhite.com | Facebook Page | Twitter)
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GUI is often the necessary evil in the game – you know you have to have it but you just don’t feel like making it. Well Indie Statik just posted a list of free GUI art resources for you to … Read More
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