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You're reading from  Gamesalad Essentials

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Published inJan 2015
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ISBN-139781784391973
Edition1st Edition
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Miguel DeQuadros
Miguel DeQuadros
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Miguel DeQuadros

Miguel DeQuadros is a game developer and the founder of the independent development studio, Wurd Industries, based in Ontario, Canada. He has been developing iPhone games since the release of the App Store back at the exciting release of iOS 2.0. Since then, he has released 10 games and 1 entertainment app world-wide on the App Store with more to come from Wurd Industries. He was originally interested in 3D animation and graphical design, which he focused on mainly in 2004. But, he then got the game development bug and has been developing iPhone apps since 2008, which also allows him to use his creativity and knowledge of 3D animation for cut scenes and videos within his apps, and he is loving every minute of it. Starting from his first project, Toy Tennis, back in 2008, down to his current project, SpaceRoads, for PC, Mac, Wii U, and other platforms, he continues to develop high-quality apps and games alike. Moving away from simple game development tools, he now primarily uses Unity3D, 3D Studio Max, and the Unreal Engine for his current project in an aim to create very high-quality games. His games can be seen on the App Store on iOS, Steam Greenlight, Amazon, and IndieCity, and of course on his website, www.wurdindustries.com. His games have been reviewed on YouTube by Action Soup Studios, and you can also find his interviews there.
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Examples of developers who made it big


Slumps... We all get in them. For good reasons too, especially in the game development world. It's so easy to get discouraged.

The excitement you feel when your game hits the store is unlike anything else. A few days go by and the sales are minimal, if nothing at all. Sure, we all get into a slump after a discouraging hit like that. Who wouldn't? Let me tell you, I was in a slump not too long ago. I had been working on my latest title SpaceRoads since my wife and I got married, 2 years ago. I put a lot of effort into it. I released trailers, gameplay videos, and screenshots to get hype for the game. I even paid to advertise my trailers. However, I didn't get the kind of response I was looking for. I got discouraged and halted development on the game.

I lost my job shortly after this happened, which left me even more discouraged. One day, feeling all doom and gloom, I turned on my Apple TV, loaded up some Netflix, and I started looking for a good laugh. Under the new releases section, I saw a documentary I had never seen before—Indie Game: The Movie.

By the time I finished watching that documentary, I was in tears. I felt everything the developers went through.

The movie follows the development of two of the biggest indie titles ever released: FEZ and Super Meat Boy.

Phil Fish and FEZ

Let's start with Phil Fish, the Canadian developer of FEZ. No doubt you have heard his story.

Phil Fish had been developing FEZ for three years. Every one was hyping about it. The mechanics of the game were unseen and totally amazing! A 2D game in a manipulative 3D world. Because there was so much hype over the game, people got impatient to the point that people were getting very angry with Phil. They started to hate him. After four years of incognito (from the time he showed the prototype), Phil planned to show FEZ at PAX (Penny Arcade Expo) in Boston, a show that sees over 60,000 people in the weekend of the event. This was the first time anyone would be able to play FEZ. The pressure was on. Not only for Phil to finish a playable demo for the expo, but his former partner left the project and became involved in a huge legal battle.

Phil and his former partner had a matter of days to settle up; if they didn't, Phil wouldn't be able to show FEZ at PAX.

One signature, that's all that was needed. Everything was ready for PAX; the game was ready to go and his booth was printed and ready, but he needed that one signature to sign off on the project.

Imagine the frustration and stress one would feel in that situation. Who wouldn't freak out? You spent all that money, traveled from Montreal to Boston, and there's a risk of everything falling apart. One signature, one day left!

FEZ went on to PAX. Phil's partner agreed to release the project, and in the first day, FEZ sold 20,000 units. To compare, Braid, one of the biggest selling indie games before FEZ, sold 55,000 units in the first week.

All that frustration, all the errors and debugging and humongous headaches, but Phil Fish did it. That breath of fresh air when he saw the first sales figures!

To see what he went through, for me, was certainly an inspiration.

A screenshot from FEZ

Edmund and Tommy-Super Meat Boy

The next game is what brought me to tears, because there were real tears that were shed in the movie.

Super Meat Boy, developed by Edmund McMillen and Tommy Refenes, was released on Xbox Live Arcade in 2010, with PC, OS X, and Linux releases to follow soon after.

Development started in January 2009, and the game was noticed immediately. Dubbed the most anticipated game of the year in 2010, it was certainly a big hit. Imagine again the excitement on release day as you go to turn on your Xbox to see your game on the front page... it's not there. A year of development, a highly anticipated game, killing themselves to get the game out, all for nothing. The stress the two went through. Tommy was almost a train wreck, and I understood.

The two devs were promised a front spot on Xbox Live Arcade; they rushed and pushed as hard as they could to reach the deadline from Microsoft, and they weren't there. Release day is the biggest sale date of any game; the majority of your sales will happen that day, and being promised a front spot on one of the biggest gaming outlets is a big deal! Eight hours into release day, the game was finally released. 10,000 units at 2:00 PM that day. Edmund said that in those ten hours, Super Meat Boy made more money than he did in the last six years put together.

Elation... Tears.

A screenshot from Super Meat Boy

The sacrifices these two guys made to make the game were all of a sudden worth it. Here's what got me. As Edmund and his girlfriend were watching the reviews, his girlfriend started crying, and felt that the sacrifices finally seemed worth it. It gets even better. Tommy, whose family made huge sacrifices for him, including remortgaging their house, paid off his parents' debt.

Edmund and his girlfriend bought a house, and a hairless cat.

Soon after that, Tommy and Edmund started working on their next game. Who wouldn't, after such a success?

Granted, these stories don't happen to everyone, but to know that the biggest indie developers to make it huge went through tribulation, and spent their blood sweat and tears, never giving up and going from having absolutely nothing to being able to pay off their parents' debts, for me is encouragement enough.

Watch the documentary. It's amazing. (There is a lot of language in it, so beware!)

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Gamesalad Essentials
Published in: Jan 2015Publisher: ISBN-13: 9781784391973

Author (1)

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Miguel DeQuadros

Miguel DeQuadros is a game developer and the founder of the independent development studio, Wurd Industries, based in Ontario, Canada. He has been developing iPhone games since the release of the App Store back at the exciting release of iOS 2.0. Since then, he has released 10 games and 1 entertainment app world-wide on the App Store with more to come from Wurd Industries. He was originally interested in 3D animation and graphical design, which he focused on mainly in 2004. But, he then got the game development bug and has been developing iPhone apps since 2008, which also allows him to use his creativity and knowledge of 3D animation for cut scenes and videos within his apps, and he is loving every minute of it. Starting from his first project, Toy Tennis, back in 2008, down to his current project, SpaceRoads, for PC, Mac, Wii U, and other platforms, he continues to develop high-quality apps and games alike. Moving away from simple game development tools, he now primarily uses Unity3D, 3D Studio Max, and the Unreal Engine for his current project in an aim to create very high-quality games. His games can be seen on the App Store on iOS, Steam Greenlight, Amazon, and IndieCity, and of course on his website, www.wurdindustries.com. His games have been reviewed on YouTube by Action Soup Studios, and you can also find his interviews there.
Read more about Miguel DeQuadros