17.05.2010 Baden, Robbert van Rooden

September 8, 2010: “Postmortem”, Fantoche (Baden)

Which challenges do we face in game development? Swiss game developers give insight into their experiences and share what went right and what went wrong in the development process. This event provides the opportunity to look behind the scenes and get to know the success factors of game development and the pitfalls to be avoided. Our Postmortem event turns out to be very iDevice centric. This mirrors the current situation of Swiss developers, digital download markets are the ones that work best for most Swiss developers. If you have released an iPhone game or are about to release one, this session is a must for you. Each of the projects had its own challenges, has its own story. Tschau Sepp iPhone, Gango Games, Markus Jost Tschau Sepp is a traditional swiss card game with rules similar to UNO.  Soon after the release of this game, it became one of the top selling Apps in Switzerland. Get insights from Markus Jost who is also currently working on Path of Go for XBox Live Arcade. Groox iPhone, Nothing, Robbert van Rooden aka Zap Groox is Nothing's first casual game released on a mobile device where you have to fight ruthless hordes of ugly monsters with snowballs. In this session we learn about the pitfalls Nothing encountered when creating their whacky winter experience and how the game was finally released after a long and bumpy but instructive development. Orbital - shooting stars iPhone/iPad, bitforge, Reto Senn As a developer you never know what's in your hands until you've released your game into the wild. Orbital turned out to be respected as a rare gem of a game and has earned a lot of praise from the press and industry peers. Learn how Orbital came together, what bitforge has done right and what they've learnt from this release. This is an open meeting so everyone can join. Bring along all your fellow game enthusiasts and meet the IGDA chapter on September 8 at Fantoche! (Stanzerei, 20:00 - 21:30).

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