A world without developers, scary and bland...
I got pretty lucky being able to chat with Joel himself, and thought that I'd save this here because he provides some insight to indy development :
TymaxBeta : I develop on mods and indy projects, and its pretty damn awesome to be talking to someone in your position, would you mind if I asked a little about the Dev proccess at FB?
Joel: well sure
Joel: I may be slow in reply atm though
TymaxBeta : no problem, I was wondering, what is the first step of development after creating the concept for you guys?
TymaxBeta : I mean, after design doc
Joel: we don't do design docs anymore anyhow
Joel: it's a concept idea, then some prototyping or full development depending on what the idea needs
TymaxBeta : so is it art assets, levels? what comes first on the table
Joel: well for Trine 2 it's levels
Joel: levels -> programming and art in conjunction
Joel: I mean level design, e.g. gameplay blocks and such
TymaxBeta : so its gameplay before visuals?
Joel: but our processes vary between projects
Joel: we don't follow any strict process guidelines or anything :)
TymaxBeta : yeah, one more thing
TymaxBeta : what would be your number one tip to someone starting out in indy development and release?
Joel: not stop working on a game until it's finished :)
Joel: don't drop projects just because you lose interest
Joel: that's my #1 tip
Joel: because finishing projects, the last 10% or so... is very educational
Joel: especially for commercial stuff, but I'd say for non-commercial too
Joel: just wrapping everything up
Joel: because it can be tough
TymaxBeta : Alright, thanks a lot for the insight. So long
Joel: have a good one :)
TymaxBeta : you too!
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