A Look Into Flipo, Indie Game Developer


A Look Into Flipo, Indie Game Developer

Growing up I always knew I wanted to work on making video games. I constantly would sit and play and think oh man that was a nice feature but they should of did it this way, or hey that GUI looks all right but it really takes my focus away they should of did this. Little did I know at the time how much work was involved with making a game. I went to college for software design, but I never had the ambition to start a new project all on my own. I never quite knew how to start and my confidence as a programmer was lacking. After graduating and finally finding a job as a programmer I thought to myself, ok, let’s get in and learn some new things and see what I can do.

It wasn’t until a couple years after I started work that a colleague asked me if I’d be interested  in working on an iPhone game with him. I was extremely excited to do this, but again, lacking the confidence I was always worried my style wouldn’t be right, or what I was coding could be done better, faster, more efficient. After a few weeks, I finally started to build my confidence and really started to branch out. It was great fun and exciting to come home and start working on something I was passionate about. Unfortunately, the colleague I was working with got extremely ill and the project fell through.

A few years after that, Realtime started working for the same company as me, and again I was approached with an offer to work on a game that was already partially developed. I still remember the first meeting we had, he wanted to demo The DC to me, but he had forgot about a bug, every time he tried to move the player, the game would crash. I remember watching the game crash 2 or 3 times before he gave up and yet all I could think about was, hell yeah I want to work on this, it looks so cool! And with that, a friendship began, and that quickly turned into business partners of an actual company (ok, well no one knows who we are yet)

Once again I found myself sitting down at home, after working a full down programming at work, and wanting to open the computer and begin learning about Torque, The DC and everything else I could. The passion never left. It’s been a couple of years since I began, and The DC has changed a lot since then. Sometimes my ideas are implemented, other times they get ripped out, and that’s hard to see. Early on with The DC I remember telling Realtime about how my confidence was basically shattered, and he has always tried to build my confidence up for me. Always giving me praise for what I’ve brought to Instant Carnage, and to be completely honest, without him I likely wouldn’t be sitting here writing a blog post, and all that’s really on my mind is getting The DC complete so we can pick a new project and get that under way.

The greatest part about working on The DC has been the ability to push each other to get everything done. As an Indie Developer it’s often hard to juggle everything in life and find time to work on a project with $0 cash incentive up front. I’ve got a wife, and twin boys at home, a full time job mon-fri and yet I still find myself able to get 2-4 hours every night to get something done. Mostly because I know if I don’t, I’ll see 20 commits come in from realtime and the next day I’ll hear about it. But that’s part of the fun.

I’ll leave this post with one final thought, something that a friend recently told me, that I’ve really taken to heart. If you truly are passionate about something you are working on, take time every night to try and do something. It doesn’t matter if it’s 2 hours of work, or 5 minutes. Every second you can put towards something, is a second closer to reaching the end.


Leave a comment