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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Tue, 29 May 2012 08:47:49 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Blog</title><subtitle>Blog</subtitle><id>http://www.seattleindies.org/blog/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.seattleindies.org/blog/"/><link rel="self" type="application/atom+xml" href="http://www.seattleindies.org/blog/atom.xml"/><updated>2012-04-24T02:05:58Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.81 (http://www.squarespace.com/)">Squarespace</generator><entry><title>East Side Social: April 24th</title><category term="Events"/><id>http://www.seattleindies.org/blog/2012/4/23/east-side-social-april-24th.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2012/4/23/east-side-social-april-24th.html"/><author><name>Matthew Burns</name></author><published>2012-04-24T02:05:05Z</published><updated>2012-04-24T02:05:05Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>The next Seattle Indies East Side Social will be on Tuesday April 24th&nbsp;from 6 - 9pm, at the Wilde Rover in Kirkland. You&#8217;re invited.</p>
]]></content></entry><entry><title>East Side Social: February 21st</title><category term="Events"/><id>http://www.seattleindies.org/blog/2012/2/5/east-side-social-february-21st.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2012/2/5/east-side-social-february-21st.html"/><author><name>Matthew Burns</name></author><published>2012-02-05T20:09:50Z</published><updated>2012-02-05T20:09:50Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>The next Seattle Indies East Side Social will be on Tuesday February 21st from 6 - 9pm, at the Wilde Rover in Kirkland. We&#8217;ll be booking the front room to the right as you walk in.</p>
]]></content></entry><entry><title>Congrats to Winners Ty Taylor and Mario Castenada with "The Bridge"!</title><category term="Events"/><id>http://www.seattleindies.org/blog/2011/11/22/congrats-to-winners-ty-taylor-and-mario-castenada-with-the-b.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2011/11/22/congrats-to-winners-ty-taylor-and-mario-castenada-with-the-b.html"/><author><name>grampa</name></author><published>2011-11-23T01:38:13Z</published><updated>2011-11-23T01:38:13Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>With great submissions and a great judge panel, it looks like this month&#8217;s first annual Seattle Independent Game Competition was a success. Hosted by the Washington Interactive Network (WIN) during their Game Startup Bootcamp, Ty and Mario took home a $2,500 cash prize, but more importantly, some <em>sweet bragging rights</em>. Yet another reason to see Seattle and the Northwest in general as a  vibrant center for the creative energy of local independent and startup  developers!</p>
<p>Check out Ty&#8217;s presentation of &#8220;The Bridge&#8221; at <a href="http://www.gamestartup101.com/seattle-independent-game-compe/">www.gamestartup101.com/seattle-independent-game-compe/</a></p>
<p>Check out WIN at <a href="http://www.WashingtonInteractiveNetwork.org">www.WashingtonInteractiveNetwork.org</a></p>
<p>Check out Game Startup 101 at <a href="http://www.gamestartup101.com/">www.GameStartup101.com</a></p>
]]></content></entry><entry><title>East Side Social - November 22nd</title><category term="Eastside"/><category term="Events"/><category term="meetup"/><category term="social"/><id>http://www.seattleindies.org/blog/2011/11/16/east-side-social-november-22nd.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2011/11/16/east-side-social-november-22nd.html"/><author><name>Samantha Kalman</name></author><published>2011-11-17T06:35:49Z</published><updated>2011-11-17T06:35:49Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>The next Seattle Indies meetup is just around the corner! Come party with us on Tuesday, November 22nd at 6-9pm at the <a href="http://www.wilderover.com/">Wilde Rover</a> in Kirkland, WA. Grab a drink (or not), bring your builds, and chat the night away with your indie partners in crime. Looking forward to seeing everyone there!</p>
<p>/samantha</p>
]]></content></entry><entry><title>Seattle Indies at IndieCade 2011!</title><id>http://www.seattleindies.org/blog/2011/9/15/seattle-indies-at-indiecade-2011.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2011/9/15/seattle-indies-at-indiecade-2011.html"/><author><name>Matthew Burns</name></author><published>2011-09-16T02:53:17Z</published><updated>2011-09-16T02:53:17Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Big congratulations to Seattle indie studios <a href="http://www.heartshapedgames.com/">Heart Shaped Games</a> and <a href="http://skullsoftheshogun.com/">Haunted Temple Studios</a> as their respective games <em>Hero Generations</em> and <em>Skulls of the Shogun</em> were selected as finalists for <a href="http://www.indiecade.com/">IndieCade 2011</a>! Read more about <em>Hero Generations</em> in <a href="http://www.seattleindies.org/blog/2011/7/2/the-seattle-indie-interview-scott-brodie.html">our interview</a> with creator Scott Brodie.</p>
]]></content></entry><entry><title>Wrap-up: PAX 2011</title><category term="Announcements"/><category term="Events"/><category term="News"/><category term="PAX"/><category term="Panels"/><category term="Trailers"/><id>http://www.seattleindies.org/blog/2011/9/2/wrap-up-pax-2011.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2011/9/2/wrap-up-pax-2011.html"/><author><name>Samantha Kalman</name></author><published>2011-09-02T23:10:00Z</published><updated>2011-09-02T23:10:00Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>This past weekend was the Penny Arcade Expo here in Seattle, and Seattle Indies were there! Unfortunately there was no official Seattle Indies booth this year, but we&#8217;ll see what happens when PAX 2012 rolls around.&nbsp;Instead, this year was full of recon, networking, and general spywork for most of us. However, we did manage to represent at the show!</p>
<p>Up on the sixth floor, <a href="http://www.strangeloopgames.com/">Strange Loop Games</a> was showing off the awesome liquid-physics-puzzler&nbsp;<a href="http://www.youtube.com/watch?v=Zqa4C0R6VAs">Vessel</a> on four playable stations. Despite being liquid based, this one looks hot! A few booths over, Dan Dixon was running&nbsp;<a href="http://universesandbox.com/">Universe Sandbox</a> for a non-stop rush of new and old fans alike. It was even mentioned in a <a href="http://slog.thestranger.com/slog/archives/2011/08/28/pax-2011-day-three-we-loot-the-bodies">write-up</a> from alternative Seattle newspaper The Stranger! &nbsp;And in the corner was a constant swarm around the&nbsp;<a href="http://skullsoftheshogun.com/">Haunted Temple Studios</a>&nbsp;booth, showing off Skulls of the Shogun on at least 3 screens. That game looks better with each build, and it&#8217;s getting closer to being released. Can&#8217;t come soon enough!</p>
<p>In other exciting news,&nbsp;<a href="http://www.bootsnakegames.com/">Bootsnake Games</a>&nbsp;wowed the audience at the AppNation LIVE! panel by debuting Containment, their zombocalypse puzzle game. It&#8217;s seriously one of the best looking games I&#8217;ve seen on an iPad, people. You should check out their own <a href="http://www.bootsnakegames.com/archives/447">detailed write-up</a> (with photos!) Also&nbsp;<a href="http://www.uberent.com/">Uber Entertainment</a>&nbsp;announced the free-to-play&nbsp;<a href="http://www.youtube.com/watch?v=319RXdha-Ig">Super Monday Night Combat</a>&nbsp;at the show. This game is sure to steal away plenty of productive hours from the lives of the innocent. And I almost forgot that <a href="http://carbongames.com/">Carbon Games</a> announced their new game <a href="http://www.youtube.com/watch?v=RxGiBWOFjbU">AirMech</a>! They demoed it at their booth on the 4th floor, right across from Atlus. Now that&#8217;s big time baby.</p>
<p>The highlight of PAX for me was a session called &#8220;0 to Indie in 5 Steps&#8221;, with Haunted Temple&#8217;s Jake Kazdal on the panel. Jake and the others had plenty of insights to share about getting started, working hard, failing, and trying again. At the end of the sometimes heated debate, the audience had some solid advice to walk away with.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.seattleindies.org/storage/IMG_0413.JPG?__SQUARESPACE_CACHEVERSION=1315006546670" alt="" /></span></span><em>Golden nuggets of knowledge straight from your fellow indies</em></p>
<p>To close out PAX Prime 2011, I&#8217;d like to ask for a moment of silence as we mourn the loss of a great indie studio <a href="http://www.popcap.com/">PopCap Games</a>. As you may or may not know, earlier this year PopCap was absorbed into the behemoth of Electronic Arts for no small chunk of change. Though they may carry on a spirit of independence (and I&#8217;m sure they will), this is like Luke embracing the dark side of the force. So please, join me in a moment of silence. Hold hands now, and we&#8217;ll mourn together with only these breakdancing zombies to console us.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.seattleindies.org/storage/IMG_0402.JPG?__SQUARESPACE_CACHEVERSION=1315007674757" alt="" /></span></span></p>
<p>/samantha</p>
<p>&nbsp;</p>
]]></content></entry><entry><title>The Seattle Indie Interview: Dan Cook</title><category term="Interviews"/><id>http://www.seattleindies.org/blog/2011/8/1/the-seattle-indie-interview-dan-cook.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2011/8/1/the-seattle-indie-interview-dan-cook.html"/><author><name>Matthew Burns</name></author><published>2011-08-01T15:09:57Z</published><updated>2011-08-01T15:09:57Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.seattleindies.org/storage/post-images/interview_dancook_header.jpg?__SQUARESPACE_CACHEVERSION=1312213453984" alt="" /></span></span></p>
<p><em>Tell us your name and how you got into indie games.</em></p>
<p>My name is Daniel Cook, though most folks know me as &#8216;Danc&#8217; via my blog <a href="http://www.lostgarden.com/">Lostgarden.com</a>. I got into indies game back when they were called Shareware in the 90&#8217;s. Jason Emery, Alexander Brandon and I released a vertically scrolling shoot&#8217;em up called Tyrian though Epic Megagames that is still going strongly today as an open source project. It really was a wonderful period full of new games, new markets and new players. This was the era of the birth of <em>Quake</em> and <em>Dune 2</em>. Sadly, indie games went through a dark age during the ascent of the consoles as the gatekeepers like publisher and platform makers gained a strong upper hand and did their darndest to kill innovation and entrepreneurship. The decade of dominance by Xbox and PlayStation is easily the worst thing that has ever happened to smaller developers.</p>
<p>Now the dark ages are over. Digital distribution and games as services are helping loosen the grip of the publishers and platforms. We&#8217;ve got new platforms like mobile and flash and new business models like free-to-play. It seems that news these days falls into two categories: 1) Tales of woe as AAA studios come crashing down and 2) Tales of bewilderment as yet another indie titles turns into the next smash hit. This is the way it should be. Games are a revolutionary form of expression and do not fare well when shackled to controlling conservative organizations just looking to milk artists for a steady revenue stream.</p>
<p>What delights me is that so much of what was true back in the days of shareware is still true today. With the modern indie scene, I feel like I&#8217;ve come back to my roots. We&#8217;ve got small teams wearing lots of hats, dealing with design, art, tech and business all the at same time. Anyone with a spark talent, ideas and the ability to finish a game can get it out there and start building a direct relationship with their community and their customers.</p>
<p><em>What moments in games inspire you?</em></p>
<p>It is less the games and more the players of the games that inspire me. I think of game design as creating rules that run on human hardware. However, human brains are by no means a well understood and predictable computing device. As such, when I get someone to play a new design, I have only the fuzziest idea of what will happen. So with each playtest I watch for small moments of player emotion. If someone shows kindness I think, &#8220;How can we amplify that? What rule ran right at that tiny moment to cause this burst of wonderful humanity?&#8221;</p>
<p>In Realm of the Mad God, we noticed players giving complete strangers meeting up, working together and sharing treasure without saying a single word. That is the sort of behavior I want my games to encourage.</p>
<p><em>What game are you working on right now? What makes them special?</em></p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.seattleindies.org/storage/post-images/interview_dancook_rotmg.jpg?__SQUARESPACE_CACHEVERSION=1312213470144" alt="" /></span></span>We&#8217;ve got six games I&#8217;m deep into the design and prototyping process for right now. Our coop MMO shooter Realm of the Mad God was just released, but as an MMO this is just at the beginning of its journey. I honestly don&#8217;t think that there is anything else out there like it. You get to rampage through a persistent world run by a rather irritable fellow named Oryx. There are hundreds of people playing together online at once and you get hordes of dozens of players all running about helping one another and dodging storms of hundreds of bullets. We had fun tweaking a lot of traditional MMO tropes. There&#8217;s permadeath, you can reach the level cap in less than a day and play is truly cooperative.</p>
<p>Now when you typically think of an MMO, you imagine rather staid turn-based combat. That&#8217;s what we&#8217;ve been limited to for decades.</p>
<p>Yet Realm is an action game that is just as responsive as a single player shooter. Realm may look retro but if you dig down just a little deeper you realize it is one of the most technologically advanced MMOs on the market today. Alex and Rob from Wild Shadow brought a level of engineering talent to the project that is almost unheard of in indie games. The latency and security tech alone are pure gold. The servers auto scale so that when someone like Penny Arcade dumps traffic on the site the game just shrugs it off and keeps going. To top it off, they are simulating 25,000 monsters on the backend. Just because they can. Of course, the other fun part about Realm is that all that tech is basically invisible to the player. Players just see an incredibly accessible game that they can instantly start playing with other people.</p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.seattleindies.org/storage/post-images/interview_dancook_steambirds.jpg?__SQUARESPACE_CACHEVERSION=1312213555840" alt="" /></span></span>I keep threatening people with a new version of Triple Town, a game I keep thinking of as the Civilization of Match-3 titles. This is a game that manages to hook both my hardcore gamer friends and their mothers. And it has adorably scary giant bears. There&#8217;s a build about to head into private beta shortly. Also simmering in the background are some rather nifty builds of Steambirds, the turn-based steampunk aerial combat game I co-created with Andy Moore. Well over 14 million people have played various Steambirds games at this point. Hopefully we&#8217;ll add a few more players by the end of the year.</p>
<p><a href="http://www.spryfox.com/">Spry Fox</a>, the company I run with David Edery, is growing like crazy. We started out with a rather unique way going about development. Instead of being a traditional game studio, we assemble teams around a project. In some ways this is similar to how the movie industry operates. Everything is heavily design driven with lots of iterative prototyping. Everyone gets a share of the project and if the project turns into a great game, the people who actually made the game benefit. So far having experienced developers that feel ownership of their games has been a big win.</p>
<p><em>What is a burning lesson that you&#8217;ve learned about indie development that everyone should know?</em></p>
<p>One big burning lesson is that the vast majority of developers that are working in the traditional game industry are currently wasting their creative lives. Their skills are atrophying as they get squeezed into more and more specialized roles. Their souls are anesthetized by incessant grind and a lack of any meaningful ownership of their work. Every project killed or hobbled by publisher idiots or every night they work late due to broken politics is a large chunk of passion that they will never get back. If you are actually bright enough and talented enough to make games without a net, going indie is one of the most rewarding challenges you&#8217;ll ever undertake. You&#8217;ll learn more. You&#8217;ll be more creative. You&#8217;ll go from being a cog to charting your own path.</p>
<p>Some other tips:</p>
<ul>
<li>Iterate and prototype and playtest like crazy. Toss all the AAA fluff that gets in the way of rapidly cycling on finding those wonderful moments of human emotion.</li>
<li>Measure how people respond to your game and tune your game till the metrics, not just your gut, report it is good.</li>
<li>Learn how to make money. Financial freedom helps enable creative freedom.</li>
</ul>
<p><em>What would you like to see out of a Seattle Indies community?</em></p>
<p>More sharing. Indies thrive best when they help one another out by pooling lessons learned and skills. Most individual indies will never have the resources of a Zynga or an Activision. But collectively, we are have more agility, courage, learning and skill than even the largest mega-company. To tap into that, we need to meet up regularly and talk. Share the thing you wish you knew last year before you spent your life savings on a fantasy that was *almost* correct. For example, I want to tell every single indie I meet what I&#8217;ve learned about free-to-play games. That is exactly the sort of sharing that indies in Seattle should be doing because one 10-minute conversation may be the difference between a half dozen indies spending a year on a financial flop or a better outcome where they end up with a successful company that lets them make new games for years to come.</p>
<p>We are band of artists united in a common passion. The least we can do is show up once a month and help one another become better at what we do.</p>
<p><em>Anything else you&#8217;d like to add?</em></p>
<p>Matthew, I think you are awesome for setting up this site and helping organize Seattle Indies. I cannot wait to go to the next meetup.</p>
<p>&nbsp;</p>
]]></content></entry><entry><title>Seattle Indie Success!</title><category term="Events"/><id>http://www.seattleindies.org/blog/2011/7/20/seattle-indie-success.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2011/7/20/seattle-indie-success.html"/><author><name>Matthew Burns</name></author><published>2011-07-21T02:17:09Z</published><updated>2011-07-21T02:17:09Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.seattleindies.org/storage/post-images/header_six_2011.jpg?__SQUARESPACE_CACHEVERSION=1311214647601" alt="" /></span></span></p>
<p>Seattle Indies Expo (SIX) had a great turnout! Big thanks to everyone who attended, exhibited, and donated! Extra-special thanks go to <a href="http://www.skullsoftheshogun.com">Haunted Temple Studios</a> for organizing and hosting the event.</p>
]]></content></entry><entry><title>Seattle Indies Expo Next Week!</title><category term="Events"/><id>http://www.seattleindies.org/blog/2011/7/12/seattle-indies-expo-next-week.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2011/7/12/seattle-indies-expo-next-week.html"/><author><name>Matthew Burns</name></author><published>2011-07-12T16:03:18Z</published><updated>2011-07-12T16:03:18Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Our first attempt at a more public-facing event happens next Monday thanks to our gracious hosts and organizers at <a href="http://skullsoftheshogun.com/">Haunted Temple Studios</a> (makers of <em>Skulls of the Shogun</em>). Bring your game project with you!</p>
<p><strong>Monday July 18, 2011, 7pm-Midnight</strong><br /><strong>1534 1st Ave S Seattle, WA 98134</strong></p>
<p>It&#8217;s going to be free, we only ask that you RSVP. Please see <a href="http://www.seattleindies.org/seattle-indies-expo/">the full information page here</a>.</p>
]]></content></entry><entry><title>The Seattle Indie Interview: Scott Brodie</title><category term="Interviews"/><id>http://www.seattleindies.org/blog/2011/7/2/the-seattle-indie-interview-scott-brodie.html</id><link rel="alternate" type="text/html" href="http://www.seattleindies.org/blog/2011/7/2/the-seattle-indie-interview-scott-brodie.html"/><author><name>Matthew Burns</name></author><published>2011-07-02T21:02:49Z</published><updated>2011-07-02T21:02:49Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.seattleindies.org/storage/post-images/interview_scottbrodie_header.jpg?__SQUARESPACE_CACHEVERSION=1309640622937" alt="" /></span></span></p>
<p><em>Tell us your name and how you got into indie games</em>.</p>
<p>My name is Scott Brodie and I&#8217;m an independent game designer. I started taking a serious interest in building indie games a few years ago after being exposed to the influential work of people like Jason Rohrer (<em>Passage</em>, <em>Gravitation</em>), Jonathan Blow (<em>Braid</em>), and Eskil Steenberg (<em>LOVE</em>). Their outspoken commitment to a personal vision was inspiring, but more importantly they shed light on viable paths I could follow to earn a living making the games I enjoyed building and playing. I dipped my toe into the indie pond with an experimental game called <a href="http://beggar.brodiegames.com/"><span>The Beggar</span></a>. After about six months spent learning flash, and a gentle nudge or three from fellow Seattle indie Daniel Cook, I decided to give it a shot as an indie full-time.</p>
<p><em>What moments in games inspire you?</em></p>
<p>I&rsquo;m always blown away by immersive minimalist games. The ability of games like <em>ICO</em>, <em>Flower</em>, <em>Gravitation</em>, and <em>LIMBO</em> to convey so much without uttering a word pushes me to find more ways to simplify and focus my own games.</p>
<p>As well, a game or two of pick-up basketball always seems to leave me in a better place if I&rsquo;m feeling especially jaded or uncreative. It always amazes me how quickly a leather ball and some white lines on a floor can motivate five strangers to work together.</p>
<p><span class="full-image-float-right ssNonEditable"><span><img src="http://www.seattleindies.org/storage/post-images/genscreenshot.jpg?__SQUARESPACE_CACHEVERSION=1309640715607" alt="" /></span></span></p>
<p><em>What game are you working on right now? What makes it special?</em></p>
<p>I&rsquo;ve spent the last 8 months or so dedicated to building <a href="http://www.herogenerations.com/"><span>Hero Generations</span></a>. It&rsquo;s an oddly wonderful marriage of turn-based strategy, &ldquo;artgame&rdquo;, and classic adventure. You play as a hero that lives out an entire lifespan over the course of 5 minutes. Your goal is to explore a series of little worlds and build a reputation before your hero dies. In parallel, you also need to be on the look out for a mate you can start a family with. If you attract a mate and have a child, you continue on as that child, with the actions of your past hero shaping what type of life that child can lead. Much of the fun in the game comes from the tension created by love and achievement pulling you in opposite directions.</p>
<p>I think it&rsquo;s special for a few reasons. It has a little of everything I love about games: simple controls matched with deep strategy. Procedurally generated characters and worlds. And if I do my job right, the game might just (*flips back scarf, tips beret*) offer up a truth or two to ponder about the human condition.</p>
<p>It also has the potential to be one of the first true indie games delivered through Facebook, and I&rsquo;m hopeful the game can change people&rsquo;s perceptions about what a Facebook game can be.</p>
<p><em>What is a burning lesson that you&#8217;ve learned about indie development that everyone should know?</em></p>
<p>&nbsp;Independence is a gift and a curse. Without someone enforcing and setting out milestones for you, it&#8217;s easy to lose focus and wrongly prioritize what&rsquo;s important for the game. My advice is to set milestones early and find some way that works for you to hold yourself accountable. For me, I try to always have a regular playtest or feedback session on the horizon. Knowing there is a real person out there that will be judging my game motivates me to work hard on the things that person will care about.</p>
<p>&nbsp;Beyond that, my only other advice is to dare yourself to make the game you want to make. Across my writing, music, tweets, whatever&#8212;I always find I get the biggest response when I&rsquo;m bold enough to be myself. Trouble starts when I try too hard to imitate what other people are doing because it&rsquo;s what has proven to have worked in the past.</p>
<p><em>What would you like to see out of a Seattle Indies community?</em></p>
<p>I&#8217;d like to see Seattle Indies become a support system of peers for existing independent developers, and a &ldquo;lighthouse&rdquo; of sorts that can guide new indie hopefuls to success as they transition out of the traditional industry. It was a long process for me to finally muster up the courage to give up my large company job and follow what my heart was telling me. I&rsquo;ve been pleasantly surprised to find that what I thought would be a lonely journey afterwards has been anything but. The support of like minded friends and this group of 50+ people and counting has helped me greatly, and I hope Seattle Indies can continue to be a support system for others.</p>
<p><em>Anything else you&#8217;d like to add?</em></p>
<p>Well, if you&rsquo;d like to follow along with the development of Hero Generations, I&rsquo;m pretty active on twitter (username: <a href="http://twitter.com/#!/brodiegames"><span>@brodiegames</span></a>). I mainly talk about game design, but every now and then I&rsquo;ll describe the many adventures I have as a new <a href="http://twitpic.com/3h9nkl"><span>dog-dad</span></a>.</p>
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