Our Indie Experiment - MadMinute Games
baby arm writes "MadMinute Games' Norb Timpko has contributed the first installment in a series on independent game developers. He describes the balancing act required to get a game like Take Command: 2nd Manassas out the door while still having families and day jobs."
I have total respect for any Indy game developer. It is a very tough business to get into. It is so saturated with Hollywood types that are constantly taking a loss on $10 Million game projects. Building a game is such a gamble. Its not like a utility, or p2p app where you can gauge the interest in it - you never know until you release the game what type of response you will get. Sometimes these Indy guys work on a game for years, release it and get nothing back.
Remote Admin Tools
Good article, and I'm glad MMG is getting some press. Take Command 2nd Manassas is a great game, and a terrific achievement for a 2-man development team. If you haven't bought it, give the demo a try - I guarantee you'll be impressed. It has my vote for wargame of the year (in my make-believe gaming awards in my head)
And no, I do not work for the company. I hadn't heard of them until about a month ago.
Please read and re-read that. It is this kind of motivation that is missing in a GOOD CHUNK of our K-12 education and I think it has a A LOT to do with why a lot of kids are not interested in "core" courses.
You know you're a geek if you've ever replied to a tagline.