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003: Game Building - How long does it take to develop and make a mobile indie game?

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저장한 시리즈 ("피드 비활성화" status)

When? This feed was archived on October 30, 2025 15:21 (16h ago). Last successful fetch was on December 01, 2022 19:16 (3y ago)

Why? 피드 비활성화 status. 잠시 서버에 문제가 발생해 팟캐스트를 불러오지 못합니다.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 202163675 series 2154787
RisingHighAcademy.com - Game Dev Studio & Training Resources., RisingHighAcademy.com - Game Dev Studio, and Training Resources.에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 RisingHighAcademy.com - Game Dev Studio & Training Resources., RisingHighAcademy.com - Game Dev Studio, and Training Resources. 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.

How long is a piece of string when it comes to figuring out how much time you need to put aside to make, develop and actually ship your new indie game? In this episode, we reveal our process for setting internal deadlines and timescales when we start to make one of our "snackable" casual mobile games. It will always depend on the overall size and scope of the game you're building, which is something to consider in the very early planning stages, and can really influence the overall games content. Will you make a level based game or an endless random game? Will you have characters to collect? If so, how many is the least amount you could actually launch with? These core decisions early on can be the difference between 6 weeks and 6 months. Highlights, Quick Wins & Takeaways: Setting deadlines is crucial to actually complete your game We head for a 6 week turnaround time Set aside dedicated, focussed time to work on your project Allow 4-6 weeks to pitch the Appstore Feature Teams Building endless / randomly generated games are the quickest type to make Keep the amount of characters down to a minimum to launch with Re-evaluate the timescale after a few days of building Save all the "nice to have" content for future updates Take the deadline serious, even if you go over, you'll still be further along

Support the show
  continue reading

30 에피소드

Artwork
icon공유
 

저장한 시리즈 ("피드 비활성화" status)

When? This feed was archived on October 30, 2025 15:21 (16h ago). Last successful fetch was on December 01, 2022 19:16 (3y ago)

Why? 피드 비활성화 status. 잠시 서버에 문제가 발생해 팟캐스트를 불러오지 못합니다.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 202163675 series 2154787
RisingHighAcademy.com - Game Dev Studio & Training Resources., RisingHighAcademy.com - Game Dev Studio, and Training Resources.에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 RisingHighAcademy.com - Game Dev Studio & Training Resources., RisingHighAcademy.com - Game Dev Studio, and Training Resources. 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.

How long is a piece of string when it comes to figuring out how much time you need to put aside to make, develop and actually ship your new indie game? In this episode, we reveal our process for setting internal deadlines and timescales when we start to make one of our "snackable" casual mobile games. It will always depend on the overall size and scope of the game you're building, which is something to consider in the very early planning stages, and can really influence the overall games content. Will you make a level based game or an endless random game? Will you have characters to collect? If so, how many is the least amount you could actually launch with? These core decisions early on can be the difference between 6 weeks and 6 months. Highlights, Quick Wins & Takeaways: Setting deadlines is crucial to actually complete your game We head for a 6 week turnaround time Set aside dedicated, focussed time to work on your project Allow 4-6 weeks to pitch the Appstore Feature Teams Building endless / randomly generated games are the quickest type to make Keep the amount of characters down to a minimum to launch with Re-evaluate the timescale after a few days of building Save all the "nice to have" content for future updates Take the deadline serious, even if you go over, you'll still be further along

Support the show
  continue reading

30 에피소드

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