See you at the Barcelona Game Fest next week!
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See you at the Barcelona Game Fest next week!
Exitazo en la presentación de 'Play like a girl' este sábado en el IndieDevDay 2023. Gracias a todo el mundo por venir
Este fin de semana en el @indiedevday nos podréis visitar y jugar a los juegos de 2022 de nuestra incubadora LEVEL UP [Game Dev Hub] : - A Crone'sYarn (A Crone'sYarn) - Belly Trap Studio (Stonebane) - RPGamestudio (Legends of Hapax) - Fisherman's games (Project Solar) Además nuestro director Roger Monserrat hará una charla sobre la incubadora Level Up y su programa anual explicando cómo el programa de preincubación puede impulsar el desarrollo independiente de videojuegos en el sector. El domingo a las 18:00 en la sala de conferencias. Os esperamos!! #indiedevday #indiegames #gamedev #incubadora #gamedevelopement (en Centre Cívic Cotxeres-Casinet) https://www.instagram.com/p/CkRVrJWjFfq/?igshid=NGJjMDIxMWI=
You'll have the chance to play Kandinhale and try a new demo of The Hustlers by Reckless Dragon Studio this year at the Barcelona Game Fest! 🔥
📌Más de cien ideas para convertirlas en #videojuegos | #Video 📌#TeatroCircoPrice inaugura la temporada 23/24 📌#phishing: Alertan de una campaña de #correosfraudulentos 📌La Tierra tiene un #planetagemelo? https://carabanchel.net
Pandemic ended some national video game events but has given wings to others and. Spanish development has gathered this weekend in Barcelona at the IndieDevDay, where they have been tested on October 28th and 29th. more than 70 titles created by Spanish studios, some of them about to go on sale, such as The Knight…
Pandemic ended some national video game events but has given wings to others and. Spanish development has gathered this weekend in Barcelona at the IndieDevDay, where they have been tested on October 28th and 29th. more than 70 titles created by Spanish studios, some of them about to go on sale, such as The Knight Witchothers in the middle of development, such as Toy Tactics o Ideaothers already published, such as Insomnis and others recently announced, such as Haneda Girl. On Friday night, as a preview, a live broadcast of the podcast was aired at Cotxeres de Sants. Reload from Anait Games and then an edition of Indie Burger: RAW, an informal gathering of developers, was held. On Saturday, the first official day of the event, the space was clearly too small to accommodate all the games, the hundreds of attendees and even the courtyard and the surrounding areas were not enough. The game testing area was very crowded for a good part of Saturday (image: IndieDevDay). The level design of the Assassins Creed: Valhalla anomalies. If in most of the available games there were queues to play, in the Conference Room they talked about technical issues and the auditorium was almost full in all the talks (there were both independent studios and others belonging to large publishers) from the first session on Saturday, in which Sandro Bernab, lead level designer from Ubisoft explained how it had been made in the publisher's Barcelona studio. the design of levels of anomalies in the Assassins Creed: Valhalla, from the key concepts to be included through the design phases on paper so that all the details are clear before starting to create the levels in the game engine and finally incorporating the artwork for the area. As soon as the doors opened on Saturday, there was already quite a crowd. In the following talk, about the relationship between the indie teams and the publishers representatives from Raw Fury (Mea Nilimaa), Devolver Digital (Juan de la Torre) and Thunderful Games (Chris Wulf) offered advice. such as that each studio should ask themselves whether they are interested in having a publisher or launching the game on their own, that they should try to negotiate those conditions that do not convince them or that they should always consult with a lawyer. The following Ins Alcolea, PR and communication manager at Gameloft, defined brand communication and offered some basic strategies to raise awareness of a brand, be it a video game or a studio. In the following lecture Marina Gonzlez, Deconstructean pxel artist explained what she was trying to convey. with the chromatic ranges and style in the characters of each of the games that are part of the compilation. Essays on Empathy. 'Haneda Girl' was presented and could be tested at -IndieDevDay. A book of good practices Accessibility made its presence felt in the auditorium with the announcement by vice-president of Aevi and director of TLRArturo Monedero, and Kike Garca Corts, from the Accessible Technology Department of Fundacin ONCE, of a book of good practices applicable in the development of videogames so that all studios can, from pre-production to the final product design their projects taking into account accessibility measures. so that they can be played by people with different disabilities. The book, due out in December, is guided by the. European regulations governing accessibility and will have a card format. which will show the name of the measure, the target profile of the disabled player, the difficulty of its implementation (measure between one and five stars) and the way in which it should be implemented. Among the examples revealed by Monedero and Garca is to show visually that a sound has been produced. Alcolea during his talk. Next to speak in the auditorium was. Daniel Snchez-Crespo, CEO of Novarama, who walked through the life of an indie game studio. from the moment a group of developers decides to create it with their own or third party financing (with some tips to increase the chances of success such as creating a simple game that is reasonable with the studio's means, keeping in mind that the closure of a project matters and not the size), to trying to to reduce as much as possible the time gap between publishing a project and starting work on the next one. or the convenience of hiring a professional project search agency, "Novarama has obtained between 6 and 7 million in projects," said Snchez-Crespo, or resorting to public aid "without giving a false sense of opulence, because what you have is not financing, it is a debt," he specified. Snchez-Crespo also talked about how to assert oneself after having published a game and about sharing knowledge with other developers or to call on the advice of experienced studios. Saturday's day was closed with a talk about programming while in the Cotxeres courtyard some of the studio musicians indie acted. Two projects already completed at Rocket Ticket and a third in development. New talks were scheduled for Sunday in the auditorium and conference room including one by. Mauricio Garca, director of The Game Kitchen (Blasphemous) about the first year of life of the Billete Cohete project, a kind of incubator created by the Sevillian studio that has now started a Patreon to share in the form of a video the Billete Cohete entrepreneurship methodology. So far two teams have finished their passage through the incubator by Billete Cohete. Ramen Profitable Games, with the virtual reality game Escape from Galaxen, Sepia Games with Dread Swipes and another that is still in development. As Garca told us, the experience "is going but not as well as we would have liked because we always dream and then reality tells us that we are going to go slower". since the first of the teams is integrated inside The Game Kitchen working on the virtual reality platform for board games All On Board!, which has a budget of two million euros in its first phase. The second team has just completed their project and is in negotiations with a publisher and is likely to stay with that publisher as an in-house team. Rocket Ticket has given the studio freedom to negotiate as they see fit. The third of the teams still has about three months of development left. If the agreement is reached, Rocket Ticket will recoup the investment made in this team in order to include a new studio in the incubator. Despite having the first two games finished, none of them have been published yet. With the first one the publisher changed strategy regarding virtual reality and did not inform the team that they had cancelled the deal until months later, when the studio was immersed in the development of All on Board and the option of looking for another publisher is being considered or use it as a pilot project for self-publishing, which will open a new door for Rocket Ticket games "focusing on minigames, which in the end is what we do, our genre is the little game that you can't miss", Garca pointed out, for which they plan to hire specialized publishing personnel. Snchez-Crespo spoke to a packed house. A meeting point for independent development in Barcelona. IndieDevDay has managed in five years to establish itself as a major meeting point for independent development in Barcelona. The meeting arose at the initiative of Napolen Malpica, director of the game studio retro Nape Games to give impetus to the games indies and from the beginning he was involved Daniel Santigosa, who had experience organizing multicultural cultural leisure events and is also a developer. What started as a small meeting grew and from the third year Santigosa stayed at the head of the organization, with a team composed by two other people and him, who organize IndieDevDay with the support of volunteers and companies like Devolver Digital or Ubisoft, in addition to the Spanish Association of Video Games, which supports IndieDevDay since the first year. In this year's meeting, reports Santigosa, given the success of last year despite the limitations of capacity that exist last year by the pandemic that forced even to close the doors on time, the organization has established, according to Santigosa, "the craziest IndieDevDay to date, is the year of experiments," among which are the creation of a sticker album; when someone plays one of the games exhibited at the meeting, the developer offers them an envelope with random stickers referring to some of the participating titles. The business side has been professionalized with meetings pitch & match between the studios present at the meeting, investors and publishers and also supported music, one of the least recognized parts of videogame development, with performances in which music from studios participating in the event could be heard. Performance in the courtyard of Cotxeres de Santss on Saturday afternoon. The innovations have even reached the way of informing visitors about the event, with an application that, in addition to the schedules or to sign up for an activity, includes the official IndieDevDay game. "We are trying to integrate all our ideas so that the community will indie I don't think people come just because we have videogames or because they are looking for a business, I want them to feel part of the spirit of the event", adds Santigosa. Following the gap left by NiceOne Barcelona and Gamelab, IndieDevDay grows in ambitions and seeks to reach both families and gamers as well as developers with a professional part. In this way, Santigosa maintains, "it is the gamers who test the games and give feedback directly to the developers and this very diverse audience has very different activities going on simultaneously so that attendees always have something they enjoy." eventosScrollLoad.push(function() !function(f,b,e,v,n,t,s)if(f.fbq)return;n=f.fbq=function()n.callMethod? n.callMethod.apply(n,arguments):n.queue.push(arguments);if(!f._fbq)f._fbq=n; n.push=n;n.loaded=!0;n.version='2.0';n.queue=[];t=b.createElement(e);t.async=!0; t.src=v;s=b.getElementsByTagName(e)[0];s.parentNode.insertBefore(t,s)(window, document,'script','https://connect.facebook.net/en_US/fbevents.js'); fbq('init', '1409147109150647'); // Insert your pixel ID here. fbq('track', 'PageView'); );
¡Mi primera Game Jam! itch.io/latecake