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Feature: 'Indie Postmortem: Large Animal's RocketBowl'

In today's main Gamasutra feature, New York-based developer Large Animal's Wade Tinney writes about the risks and rewards of indie game development, as he details the sto...

Simon Carless, Blogger

June 24, 2005

1 Min Read
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In today's main Gamasutra feature, New York-based developer Large Animal's Wade Tinney writes about the risks and rewards of indie game development, as he details the story behind the winner of the 2005 Independent Games Festival's Award for Technical Excellence, RocketBowl, in the form of a postmortem. Tinney's introduction explains, regarding : "RocketBowl was developed by Large Animal Games, a small, independent developer based in New York City. Large Animal was founded in January 2001 and has been developing web-based promotional games and downloadable games for the casual game market for the past four years. We currently have a full-time staff of eight and a number of regular contractors. RocketBowl was Large Animal's fourth original self-funded title and by far our most ambitious. Production started in June of 2003 and the game launched in November of 2004. The core production team consisted of five people, including one who came on board five months before the game shipped. I was the lead game designer and producer on RocketBowl, and the following is my perspective on how things went." You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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