Mårten Brüggemann on An Ode to Gregory Janson

July 28th, 2010 by Jens Bergensten

Mårten Brüggemann told us about his first idol, Gregory Janson, and what he worked with and what became of him.

Part 1:

Part 2:

Part 3:

Erik Svedäng on What is Notgames?

July 27th, 2010 by Jens Bergensten

Erik Svedäng held a presentation explaining what notgames is about, and hope you will be interested in making games that isn’t bound to the focus on gameplay. Read more about notgames at the notgames site.

Part 1:

Part 2:

Michael Todd on Designing Big Games

July 26th, 2010 by Jens Bergensten

Michael Todd told us how he learned how to make big games, after making many smaller ones.

Part 1:

Part 2:

Andreas Zecher on Promotion for Indies

July 25th, 2010 by Jens Bergensten

Here is the full presentation of Andreas Zecher’s speach on promotion for indies!

Part 1:

Part 2:

Bernhard Schulenburg on Designing Where is My Heart?

July 24th, 2010 by Jens Bergensten

Bernie took the opportunity to present to us his design challenges with his game “Where is My Heart?”

Part 1:

Part 2:

You can find the game trailers here: http://bushghost.blogspot.com/2010/07/four-mini-trailers.html

Anders Ekermo and Juha Kangas on Backworld

July 23rd, 2010 by Jens Bergensten

Anders Ekermo and Juha Kangas started working on a game called Backworld during the TIGSource Assemblee competition. At No More Sweden 2010 they presented the game and the technical solutions that puts it all together.

Part 1:

Part 2:

Game trailer:

Ciro Continisio on UFHO2

July 22nd, 2010 by Jens Bergensten

Ciro Continisio displays his new game UFHO2 and his current plans.

Part 1:

Part 2:

Niklas Åkerblad on the Art of Kometen

July 21st, 2010 by Jens Bergensten

Niklas Åkerblad and Erik Svedäng has created an iPhone/iPad game known as Kometen. Niklas held a presentation at No More Sweden explaining how he worked out the artwork for the game, as well as discussing the topic of game art in general.

Part 1:

Part 2:

Jens Bergensten on DaisyMoon

July 20th, 2010 by Jens Bergensten

Jens Bergensten, programmer at Oxeye Game Studio, describes how their prototyping engine DaisyMoon became their main engine, and what kind of games they’ve created with it.

Part 1:

Part 2:

Martin Jonasson Doesn’t Want Your Input

July 19th, 2010 by Jens Bergensten

Martin Jonasson tells us about how he’s exploring games that that little or none input from the player. Martin has created a lot of flash-based games that he puts online on his Prototyprally site.

Part 1:

Part 2: