VIDEO: STL IGDA – Mini-Mortems
December 7th, 2014
We all know that every game (and game developer) is different, so we heard from a number of different developers, each with his or her own unique perspective on the production process.
Mini-Mortem Talks:
Ready.. set.. PIVOT
Presented by Bradley McCrorey
Between October of last year, and March of this year, when we submitted Floors to the app store, we had more pivots than we all care to count. I’d like to talk about what’s great and awful about this approach, and the inevitability of same.
Hive Jump Kickstarter Lessons
Presented by Matt Donatelli
Thinking of launching a Kickstarter? Here’s some high level lessons we learned from failing once, and succeeding our second attempt at kickstarting Hive Jump.
Cards and Castles Launch In Review
Presented by Matthew Siegel
I’d like to take a brief look at our launch for Cards and Castles back in April, what went wrong and what went right. General overview I’ll be talking about the importance of public testing and the value of a soft launch, tracking metrics and how to meet deadlines.
Maybe You Can’t Do It Alone, But You Can with the Community!
Presented by Shi Chen & Robert Boykin
Robert and Shi only recently started participating in the STL game scene, and neither had any experience making games before. From being complete outsiders, they are fortunate enough to get involved in the community, make new connections, learn about making games, and finally make their first game at the Scatter Jam. The talk will be about them sharing their experience of integrating to the community and overcoming the challenge of lack of experience.
Using a New Platform for a Game Jam
Presented by Jason Mayer
Using a platform that nobody is familiar with can cause issues, but can be equally rewarding. We used phaser as a JavaScript framework for developing our game and learned a lot about the evolving state of JavaScript, canvas, and game development in general. We’ll quickly go over the good, the bad and the ugly of Phaser, as well as talk briefly about the importance of having a consistent development environment (or, how merge conflicts almost caused us to miss the deadline)
Flip Hueverything
Presented by Matthew Sherry
Flip Hue is a game that was created in a Global Game Jam and was successfully Kickstarted. We want to share what went right over those months and what we’d do better on a second time around.
What Putting Cats In Space Can Teach Us
Presented by Carol Mertz
Get an insight into the motivations and evolution of development for “Cosmic Kitty Pop,” the latest game published by Happy Badger Studio. Learn what went right, what went wrong, and learn what it’s like to launch a simple, casual game on the mobile market.
Having read this I thought it was really informative.
I appreciate you finding the time and energy to put this short article together.
I once again find myself personally spending a significant amount of time both reading and commenting.
But so what, it was still worthwhile!