エピソード

  • Forbidden Solitaire: First Hit From a No-Hit Studio
    2026/08/19

    In episode 2 of Who Made That, we sit down with Jake Birkett and Helen Carmichael of Grey Alien Games to talk about Forbidden Solitaire -- their first proper hit after 20+ years of indie dev and a famous GDC talk about surviving without one.

    From marketing the game before it was made to shipping it on a 2004 codebase, this is a candid conversation about what it really takes to stay indie for two decades and come out with a hit.Forbidden Solitaire:

    https://store.steampowered.com/app/3414580/Forbidden_Solitaire/

    0:00 Intro

    0:40 What's your background?

    4:16 What have you been playing recently?

    14:19 How do you feel after the release?

    19:14 Did the game meet your expectations?

    25:31 Wishlist quality

    30:38 Early demo reactions

    33:41 Where did the idea for the game come from?

    40:20 Did the trailer come before the game?

    42:36 What if the trailer had failed?

    44:09 Is your game honest?

    49:06 Did you always know where the development was going?

    55:32 Partners as developers

    1:04:01 Would you promote a game before development again?

    1:07:37 Do you still use your engine from 2004?

    1:12:00 Jake's GDC talk

    1:14:59 Does anything besides Steam work?

    1:17:33 Why didn't you localize the game?

    1:25:53 Where is the best place to be an indie developer?

    1:29:12 How do indie developers survive today?

    1:33:24 Indie marketing opportunities

    1:41:27 Collaboration between indie studios

    1:45:00 Why did you choose the casual genre?

    1:49:47 Did players come for the horror or the solitaire?

    1:51:23 Why do you track playtime?

    1:55:38 What are your plans for your next project?

    2:00:31 Monotasking vs. Multitasking

    2:04:39 Outro

    続きを読む 一部表示
    2 時間 5 分
  • Shipping a Game Without Losing Your Mind: Tom Eastman on Making Battlesuit Aces
    2026/08/18

    In the first episode of Who Made That, we sit down with Tom Eastman of Trinket Studios, to talk about the making of Battlesuit Aces, a narrative deck-builder with a fully voiced cast and a development story packed with hard-won lessons.

    Tom takes us through Trinket's journey from their Adult Swim days to self-publishing with Outersloth, the chaos of recording 25+ SAG-AFTRA actors while the script was still being written, and how a studio without a dedicated designer iterated their way to something that works.Battle Suit Aces:

    https://store.steampowered.com/app/2870530/Battle_Suit_Aces/

    00:00 Intro

    02:45 What have you been playing?

    14:21 What's your background?

    30:35 How did you make the ports?

    32:44 Team rotation technique

    34:27 Did you work on Torque?

    40:36 What is Battle Suit Aces about?

    43:43 What came first: narrative or gameplay?

    53:40 Voiceover changed the game

    59:55 Recording sessions are amazing

    01:06:29 How is voiceover implemented?

    01:14:03 Japanese and Chinese localization

    01:17:58 What kind of surprises did you receive after launch?

    01:24:00 Publishing or funding?

    01:36:10 Are you happy with self-publishing?

    01:44:16 What are the results across platforms?

    01:47:38 Reviews of Battle Suit Aces

    01:50:11 Game pricing by region

    01:52:05 Battle Suit Aces mechanics

    01:54:04 Card deck game scalability

    01:57:13 What are your future plans?

    01:59:04 Ending

    続きを読む 一部表示
    2 時間