Game Career Guide is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Get the latest Education e-news
 
  • My PAX Australia Indie Showcase Experience

    [12.27.18]
    - Tim Veletta

  • The Weekend

    Saturday was by far the busiest day of the convention and it went by in a blur. We learned from Friday and had a rotating roster of 3 people working on the booth which allowed each of us to have some time off to take in the rest of the show or just get some rest in the indie room. By that point, we had already understood how to pitch the game and also demo it so it simply became about attracting people to the booth which was easy with a constant stream of players. One of the highlights of the weekend was a kid who played the game for around 6 of the 8 hours on Saturday; he took on all challengers and won a lot of games but what amazed me was his enthusiasm to go home and show the game to all his friends.


    The Indie Showcase panel.

    Saturday night was the PAX Indie Showcase panel where each of the 6 games were played on stage while we got questions from the crowd. It was mostly about how the games came about and our experience developing them. The disappointing part of the panel was how poorly the time was managed however it was something outside of my control so I didn't have too much time to dwell on it.

    Sunday was a much more relaxing day, the crowds were a bit smaller and our team was well experienced with exhibiting the game. We decided to go with 2 people on the booth at any one time to allow everyone to go and see the rest of PAX. I mostly stuck around in the PAX Rising area and was able to play some of the games I was looking forward to checking out all weekend. Some of my favorites included:

    The Indie Community

    One glaring mistake that I have made during the development of TeleBlast became very apparent on the Friday night of PAX. Up until this point, the game has been developed very much in isolation from the indie game development community particularly in my home city of Perth, Australia.

    On Friday night there was an event called Interface which was an opportunity for everyone in the PAX Rising area to network with each other and also with people from industry. This was my first real indie community networking event and I was quite anxious to just go up and start a conversation with someone. I was lucky enough to catch up with someone I had met before in Perth who was nice enough to introduce me to some of the other people he had met at PAX.


    It was amazing to have Rami Ismail come by and play the game. He gave me a ton of feedback and was just an awesome person to talk to.

    That was the first time I really understood what it meant to be "indie". It wasn't about developing games in small teams with limited funding, it is about learning from and sharing with people who want to push the boundaries of what games as a medium can be. It was amazing to talk to people who have been building games for many years about their experiences and what they had learned. Hearing about why these people make games and what they wanted to achieve from it was awesome and in just a few short days we were able to forge connections that I'm sure will continue well into the future.

Comments

comments powered by Disqus