I recently met a few guys who were involved in the making of this week’s tower-defense game “Ninjatown DS.”
The development process sounded really casual, as if it would be possible for anyone with a dream and the right friends to make a game.
So how do you get from concept to release?
Here’s how they say it went down. (Warning: you are about to enter an experimental blog post)
*The Making of “Ninjatown DS” - In Pictures*
1) Gaming PR guy Rob Fleischer
knew Shawn Smith
, former “Electronic Gaming Monthly” editor — and creator of the Ninjatown characters — from about a decade ago.
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2) About two years ago,
introduced
to Corey Wade
, a former Rockstar employee who now works with Rob.
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3) About a year and a half ago,
caught up with his former Rockstar colleague Jeremy Pope
. Maybe they could work on a game together?
___________________________
4) So…
introduced
, who loves “Desktop Tower Defense,” to
. They started crafting a tower-defense concept that would work with “Ninjatown” characters.
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5) Next,
brought his idea to Brandon Curiel,
of mostly mobile development studio Venan. Brandon’s team would be able to make the game.
___________________________
6) In June of last year,
,
,
and
pitched the idea to publisher Southpeak Interactive.
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7) The publisher signed on, with Lee Perez
and Howard Perlman
serving as the game’s producers.
And that’s all it takes to turn an idea into a video game. (Or so they say.)
