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GregK

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GregK

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#1  Edited By GregK

Digital: A Love Story, based on recommendations I saw on this site. Interesting game (and free).

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GregK

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#2  Edited By GregK

That's awesome, thanks!

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GregK

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#3  Edited By GregK

In a single purchase it was the original Japanese PlayStation and games, an extra controller and a memory card. I think it was around $900. On the plus side I had a PlayStation, Ridge Racer, Cybersled, and Toshinden for about a year before practically anyone in the US did. I gave up my NeoGeo collection to afford it, which was sort of a terrible mistake, but the PlayStation really was a technical marvel for a while.

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GregK

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#4  Edited By GregK
@Jimbo said:
" @iWonder said:
" The main question that's been on my mind is well, who IS that narrator guy? Is Kassavin touting some fancy vocal FX or did you guys get an A-grade VA?  "
He's a friend of theirs iirc. "

That's correct, the voice actor is Logan Cunningham who's a childhood friend of Amir (studio director) and Darren (audio director). I f'n wish my voice sounded like that. Not only is Logan an amazing voice actor but we're also lucky to have a lot of access to him, meaning we can record quickly and often, which helps a lot with our iteration process. We'll show the process with Logan and Darren probably the next time we do one of these video segments.
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GregK

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#5  Edited By GregK

@MarkWahlberg said:

  I don't think anyone's going to accuse you of shilling. The Bastion coverage here on GB has been pretty interesting so far, and given the way it's been going down, it makes sense for you to be on here.  "


Thanks, we'll see how the next episode goes tomorrow. We'll be showing the first version of the game's campaign and story, a build from almost exactly a year ago -- super rough and terrible but hopefully interesting. We need to keep the cameras rolling more often as we work on it because we've had some good drama go down on some of the late nights but it's not all on film. I figure as long as we're fighting about the right things, things that matter to the game and will ultimately make it better, then it's fine if we show that stuff -- let people see how the process can get ugly because frequently it does but you only really hear about it after the fact, in a postmortem or when there are mass layoffs somewhere or something. No one gets to see how games are made besides the people involved, all they usually get to see are these slickly produced "developer diaries" that have nothing to do with the real anxieties going through game developers' heads.

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GregK

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#6  Edited By GregK
@MarkWahlberg said:

"Wasn't he working on the new Spec Ops game before he moved to Bastion? Whatever happened to that? It looked really cool, but I haven't seen anything about it in a long time...   Still, nice interview!  "


I was indeed working on Spec Ops until I left 2K Games a couple of months ago to make on Bastion. Spec Ops: The Line is still in development at Yager and 2K Games. As for Bastion, I helped come up with some of the original ideas for the game including the story last year before I joined 2K, so this project is very close to my heart -- as close as a game can get. The nature of my job at 2K was very different compared with what I'm doing now. I was working with a great bunch of people there but the chance to get my hands dirty on an independent game project, and joining up with a couple of my best friends and colleagues from my days at EA, was something I just had to do. This is the chance I've been building toward practically all my life, since I'm responsible for the story and world design of the game, among other things. 
 
Err, and uh don't be startled by me posting here. I've been pretty quiet since I left GameSpot but I no longer need to be concerned with having stuff I say reflecting on megacorps like EA or 2K / Take-Two. Yeah, I'm working on a game that's been getting some coverage on this site, but you can judge for yourself if I'm being a shill as opposed to just responding like a dude on the Internet ought to.
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GregK

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#7  Edited By GregK

To the OP -- what you need to develop an indie game depends entirely on the style of game you're making and your own proficiencies as a developer. I was recently at GDC Online in Austin where I briefly met a guy named Thomas Brush, who made a game called Coma. It's a beautiful Flash game that's well worth checking out, and he made it all by himself -- everything from the art to the audio and music to the coding is all his work. That game Minecraft is basically a one-man show too. I'm amazed by people talented enough to make games entirely from scratch in this day and age, but then again, the tools available are better than ever before.

Free tools like XNA and Visual Studio open up a lot of doors for people, so if you're an engineer that's a great place to go and sounds like what you're thinking about doing anyway.
 
Beyond that it's just a question on the type of game. If you don't know which game you want to make yet, that's OK -- just pick a direction you like, something you're interested in or are comfortable with, and start doing it. Whatever that is can be a mechanic, a genre, or an aesthetic idea, but whatever it is you can start researching it and executing on it pretty much straightaway. The team I'm working with now, that's basically what they did. A year ago they had a crude-looking prototype with placeholder everything -- my colleague Amir would scan images from the D&D Monstrous Manual to stub in for the monsters in the game, and the gems you'd get from killing them are 8-bit sprites for Rupees from The Legend of Zelda, stuff like that. It was representational, but enough to sustain early prototypes and sharpen the focus for the gameplay. The game took shape from there, and a year later it was Bastion, which basically is a "real" game now with its own look and feel.

It can really help to know people in complementary disciplines, like graphic artists and so on. In our case, we had a support network of animators and 3D modelers from our days working at Electronic Arts, and the team would lean on them from time to time. Overall though independent game development is a pretty tight-knit community so you can meet those people if you don't know them already. I think the most important thing is to work within your means. If you have a great idea for a game that would take 20 people to make but you don't have 20 people to make it, the idea won't do you much good. You'll feel much more rewarded if you can execute on something you yourself feel capable of achieving. At any rate, good luck. It's a scary feeling to do this stuff but at the same time, it can be very rewarding on a personal level and there's never been a better time to do it given all the options for digital distribution out there.

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GregK

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#8  Edited By GregK

Mission accomplished...?
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GregK

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#9  Edited By GregK

Awesome or so awesome?

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GregK

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#10  Edited By GregK
@Hailinel said:
"He's ambitious, I'll give him that, but he's also a tool for cheating his way into two amateur game design contests run by a fellow GameSpot editor while he was still at GS.  He also won, no doubt due to his inside knowledge.  Once he revealed his identity to the world, it basically ruined all of the good will that I felt the contest had. "

For some reason the idea that someone could think I cheated to win that old contest provoked me into responding here. If you're interested in my side of the story on what happened, this is the article I wrote where I "outed" myself as a contest participant and explain everything that happened in some detail. It's an interesting article for me to look back on now that I've been tooling around in game development for a few years, so thank you for giving me a reason to look it up.
 
To the rest of you guys, yeah...! I'm hosting a PAX panel, which I still need to prepare for a bunch. If you could make it that would be great.
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