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Create free account[Music] my name is Chris I live in Phoenix Arizona and make tiny video games 2015 was a very big year for me here's everything that I did January release a big game we spent a year making on iPhone called wizard golf RPG we got pressed from Shanghai to guara a lot of people liked it but not a lot of people paid for it the team I was on realized that we had different goals so we split up we agreed that they got the money and I got the game it's sow biggie we're still friends February I get right on it and release my first game post breakup it's called Rogue drop it's crossed between pegle and a Rog likee you can get a copy right here March catch a plane to San Francisco to the game developers conference I visit PlayStation headquarters found this room where they watch people play video games got on the show floor to try experimental games found myself on British video game
podcast then I met this guy hang out here who who's this hi my name is Ron gilber still found the time to release a game about building pixel art with ping pong balls April release drill planet to the App Store and about 10 people played it probably should Market my next game May my wife and I fly to Germany for vacation but I still managed to play the world's largest Atari controller a Soviet era video game about hunting a rabbit Pac-Man ripoff and a bear that captures butterflies with a net communism sucks also went to nor Weinstein castle where I learned about King Ludwig and was inspired to make a new game about a deposed King but more on that a little later June collaborated with pixel artist pomeran to make a game about being the elevator operator in Hell July I guess I didn't do anything August released a game about hailing an Uber during the zombie apocalypse everyone who played it said it was hard to understand that the controls were mushy I agreed so I abandoned you can
make the same conclusion Yourself by playing it over here September Mario Maker releases I gave a presentation about level design and the Japanese concept of key show 10 ketu but the most important thing this month was the start of zombie King an auto Runner where you must rebuild the life of the victim of regicide October flew to Amsterdam where I didn't do anything video game related because seriously look at this place November back to making zombie King hey look at that it's a map screen I also got this new microphone which I'm using to talk to you right now December more building even got some people to test it look at that guy's beard but no matter how hard I tried I just couldn't get zombie King done by the end of the year that brings us to the end of 2015 what a rush of a year I really want to share all of 2016 with you so sign up for my mailing list and you'll find out
twice a month what games I've released what I've got myself [Music] into sign my dear
The year 2015 served as a period of significant professional transition and creative output for an independent game developer based in Phoenix, Arizona. The primary focus of this timeframe was the rapid prototyping and release of small-scale titles following the dissolution of a previous development partnership. This shift allowed for greater creative autonomy, leading to a diverse portfolio of experimental projects that explored various mechanics, including roguelike-inspired physics games, pixel art shooters, and narrative-driven auto-runners.
Key milestones throughout the year included the launch of Wizard Golf RPG, which garnered international press coverage despite failing to achieve significant commercial success. Subsequent releases such as Rogue Drop, Drill Planet, and Ride Share Z highlighted a commitment to iterative design, though these projects faced challenges regarding market reach and user accessibility. The developer also engaged with the broader industry through attendance at the Game Developers Conference in San Francisco, participating in podcast interviews and networking with established industry figures.
Beyond direct development, the year was marked by international travel that influenced creative direction. Visits to Germany and the Netherlands provided historical and cultural inspiration, specifically regarding the concept of regicide and deposed royalty, which informed the development of the project Zombie King. Despite a consistent production schedule, the developer noted the difficulty of balancing rapid release cycles with the complexities of long-term project management, ultimately concluding the year with ongoing development efforts and a focus on community engagement through mailing lists and public testing.
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