I made a folder for all of my "development paused" games. The folder is named hypersleep. And I hope someday to wake a few of them up.
James Earl Cox III. [1st August, 2013] (via twitter).

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@quote-un-quote
I made a folder for all of my "development paused" games. The folder is named hypersleep. And I hope someday to wake a few of them up.
James Earl Cox III. [1st August, 2013] (via twitter).
It's very satisfying making the game you want to make. I could never say what I wanted to say in a song, with games I find it much easier.
Jazz Mickle on speaking through videogames. [5th July, 2013] (via twitter).
Most of the games I've made so far have had ungendered protagonists.
Cambrian Man on the issue of gender representation in videogames. [June 12th, 2013] (via twitter).
i understand that artists tend to connect with like-minded artists. the internet assists greatly in bringing us all together. and the world around "indie" games and thereabouts is a small one as it is. i know that it's inevitable that many of us will make friends with each other. but i don't think it's a desirable situation for everyone to be friends with everyone else. why? because i don't think there are any adequate incentives for people to be critical of their own friends.
Liz Ryerson on everyone knowing everyone else that makes and writes about independent videogames. [May 8th, 2013] (via her blog).
In different ways, I consider all of my completed games successes. Each one is designed with a different goal in mind. Some are played by hundreds of thousands, some have never left my hard-drive. Some have made thousands of dollars, some have cost more than they were worth. But they all have their place.
TrueValhalla, contemplating the differing successes that each of his videogames has accomplished. [June 4th, 2013] (via ask.fm).
It’s never been easier to make games. It’s never been easier to make a game that goes overlooked.
Noyb on the bleak situation that many videogame developers currently face. [May 16th, 2013] (via Zero Feedback).
Let's say you have a thing you want to express or an idea you want to explore. Maybe it’s best explored with a game. Or maybe it fucking isn’t.
Darius Kazemi on the subject of not limiting yourself to exploring an idea through the medium of videogames. [May 3rd, 2013] (via his website).
...stop playing videogames, it makes yours boring, uninspired and self-referential!
Mario Von Rickenbach on coming up with fresh videogame ideas. [April 11th, 2013] (via twitter).
Thinking seriously about game design makes me depressed for some reason. Maybe it's because I know I'm not a really good designer and I don't want to think about that (probably not something I should feel too bad about, having had zero design training).
Merritt Kopas, judging herself harshly as a videogame designer. [April 2nd, 2013] (via twitter).
When I was 6 years old, I wanted to be a game developer. I think 6 year old me would be pretty proud of me.
Andreas Jörgensen on realising his life dream. [28th March, 2013] (via twitter).
..instead of trying to program myself, I've decided to go with using my art as bait to lure in good programmers.
Andrew Gleeson on attempted collaboration. [January 17th, 2013] (via twitter).
A Common Thread: Dom2D
My name is Dominique Ferland, and I'm a 29 years old game designer - I make games and art under the pseudonym Dom2D. At the age of 6, I was drawing dozens of Mario Bros. levels on loose sheets of paper. Through high school, I came up with card games and forced my friends to test them out. In college, I moved into advertising and graphic design but kept playing video games and board games.
..I've learnt to use that feeling of inferiority to strive to improve my games.
Anthony Case on ways to improve yourself as a videogame developer. [February 9th, 2013] (via TIGSource forums).
Every game I make, I'm always astonished at how much I've learned since the last game I've made. It makes me smile.
Damian Sommer on continued learning of videogame development. [February 6th, 2013] (via twitter).
A Common Thead: Jeremy Penner
I'm Jeremy Penner, a 30-year-old programmer from rural Manitoba, currently living in Ottawa, ON in Canada. I've been making videogames more or less since I learned how to read. I founded Glorious Trainwrecks in 2007, started an online monthly 2-hour game jam called the Klik of the Month Klub, and organized the first Pirate Karts, where people are encouraged to make as many games as possible in a single weekend. I play the guitar badly, the accordion atrociously, the piano fairly well, and I'm currently employed making audio tour apps for museums.
A Common Thread: Rami Ismail
When I was six, we got our first computer at home. It was one of those giant IBM 386’s with MS-DOS on a floppy drive. It had no such thing as a hard drive, so it had to load the operating system into RAM before it would boot, but after it had booted, you could switch the floppy for another one. I always switched it for a floppy that said ‘GORILLAS’ – a small file full of code that ran a game with gorillas throwing explosive bananas at each other.
Being curious but not understanding a word of English, I started changing things in the code, which led to things in the game changing too. I was fascinated by how changing simple characters led to the game changing in some way. That fascination never let go. Thus, I started programming. My fascination with systems and optimal solutions evolved through many, many things – I did some space art for a while, teaching myself Photoshop (and a general abuse of filters), I did some web design at some point, I did interface design and for a while, I did marketing and business for a commercial studio on the side.
At some point in your life, you have to decide what it is you really want to do. I had been working on failed projects continuously for a decade by the time high school wrapped up, but I’d been involved in a few successful ones too. I decided to enroll into a game design university. I’d love to say it was a mistake, because schools are generally terrible at teaching you anything related to creativity, but school did introduce me to a lot of people - amongst them Jan Willem Nijman, with whom I dropped out of university to start Vlambeer almost 2.5 years ago.
Vlambeer opened my eyes to a side of game development I had not encountered before: the indie game community. More than just inspired, I was amazed by how accepting, diverse and co-operative this scene was – and through it, slowly but surely I fell for the less obvious charms of our medium. My fascination shifted from just how I can optimize the logical system behind games to how we can use, explore and apply those systems to games.
In the past two years, I learned so much about who I am, what I do and what I can do – by making games, by discussing with people far smarter than I am. Last year, I spoke at events around the globe about game development, business and marketing. Between those talks, I spent a lot of my year traveling around the world to meet with such people, to talk with them and learn from them. I learned that I have a knack for marketing and tried to figure out how I could give that back to the indie scene, which cumulated in me developing presskit(), a free framework that helps indies market their games. In Austin, I met Mexico-based developer Fernando Ramallo, with whom I conceived Fuck This Jam.
In the meanwhile, Jan Willem and I released 16 games as Vlambeer. We are involved in organizing local indie meetups, events, game jams, workshops & seminars to students that aspire to become game developers.
My name is Rami Ismail, age 24, and I’m the business & developer guy at Vlambeer, a two-man independent studio in the Netherlands best known for Super Crate Box, Radical Fishing, GUN GODZ and our upcoming game LUFTRAUSERS.
I was always a gamer at heart but I never thought I'd become a game developer..
Roger Hicks on not knowing what was to come. [July 5th, 2011] (via examiner).