Today’s sessions:
- Designing for Mystery in Kentucky Route Zero, Jake Elliott (Cardboard Computer) and Tamas Kemenczy (Cardboard Computer)
- synopsis: discussion of the use of puzzles to structure a game story
- highlight(s): inspired by experimental video art from the 60s and 70s; the game endeavors to tell the story of Americans today who are living through the current economic hardship
- have a look: The Dig
- The Emerging Landscape of African Game Development, Wesley Kirinya (Leti Games) and Eyram Tawia (Leti Games)
- synopsis: an overview of the current state of video game development in Africa
- highlight(s): Africa is a very fragmented market, culturally, linguistically (influenced by the colonial history of Africa), and technologically — very difficult to make a go of it for African game companies; but there is growth, and interest, and some locally grown companies are becoming established
- have a look: Leti Games, Haki, Okada ride, Matatu
- Design Occlusion is Killing Your Creativity, Dylan Cuthbert (Q-Games)
- synopsis: a talk about the difficulties of letting an idea go
- highlight(s): nothing must go into your game — sometimes even good ideas should not be added
- have a look: Q-Games
- Storytelling as Problem Solving: Defender’s Quest, James Cavin (Level Up Labs), Lars Doucet (Level Up Labs)
- synopsis: a talk about the importance of connecting a game’s story to its mechanics
- highlight(s): a game’s story must explain its mechanics; do not have story elements, or mechanics, that are inconsistent with each other
- have a look: Defender’s Quest
- Designing Without a Pitch – FTL Postmortem, Matthew Davis (Subset Games), Justin Ma (Subset Games)
- have a look: FTL: Faster Than Light
- Ahead of the Curve: The SpaceChem Postmortem, Zach Barth (Zachtronics Industries)
- synopsis: a look at the “what went right” and “what went wrong” in the making of SpaceChem
- highlight(s): design-based puzzles — player’s don’t find solutions to the puzzles, they design them
- have a look: SpaceChem
- An Indie Expedition Through the Jungle of Free-to-play, In-App Purchase, Ad-Supported, and Analytics, Aaron Isaksen (AppAbove Games)
- synopsis: a case study, using the game Chip Chain as an example, of the various revenue-generating strategies available to indie developers
- highlight(s): you must incorporate these revenue-generating mechanisms into your game design — it does not work well to “bolt them on” after the fact
- have a look: Chip Chain
Extra discussion. I was particularly interested by the discussion of video game development in Africa. The two presenters were very well-spoken, young, and passionate. My favorite part — in Africa, as here in the US, there is the perception that games are a waste of time, and therefore without value. To overcome this perception, Leti Games is developing games around heroes from African legend. Neat.
Final thoughts. Can’t say that I’m excited by the content of the sessions related to revenue-generation, but clearly these strategies are key if you want to make a go of it as a small indie developer.





