


Like a lot of other segments of this industry right now we're in a transitional period. What is your opinion of the mobile games market for indies right now? We were quite worried about this until we found out that it's okay, everyone struggles with this and we just need to be better about setting up a structure around it as well as setting expectations better.īeing able to keep making games that I want to make with a great team and in an enjoyable and sustainable way. We had quite a difficult time of this before we started on Mini Motorways. It's tough to decide what you want to work on next. Mini Motorways launched on Apple Arcade on September 19th, 2019įurthermore, something that we're always learning about is ideation. Our strength comes from our people and they're the most important part of the studio, so we're always looking for better ways to support them and we also spend a lot of time on our hiring processes.Īlso, we're always conscious of our responsibility of giving each member of our team interesting work to do and creating opportunities for them to further their skills and careers.
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What have been the biggest challenges you've faced so far as an indie?įor Dinosaur Polo Club the biggest challenge has been how to grow our team in a sustainable way. One day could include any number of things, such as: working on a map for Mini Motorways, testing the localisations, talking about new design ideas, scheduling job interviews, booking GDC meetings, working out specifications, talking to publishers about upcoming titles, responding to fan email or just doing a shopping run for the office. I'm sure every indie says this, but there's not really a typical day. What is a typical day in your life as an indie? The next year it got onto Steam Early Access and it just kept going from there. It was instantly compelling and even before the end of the weekend, we knew we'd be taking it further. My brother and I decided to spend a weekend competing in a Ludum Dare and ended up coming up the game that would become Mini Metro. Robert Curry: I'd been in and out of the games industry since the early 2000s and by 2013 I found myself happily employed as a web/app developer while keeping game development as a hobby. We'd heard a lot of pitches for game subscription services but this one was the first really compelling one that we knew we had to be a part of.
