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TIGSource ForumsCommunityTownhallThe Obligatory Introduce Yourself Thread
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Author Topic: The Obligatory Introduce Yourself Thread  (Read 1181786 times)
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« Reply #5820 on: November 16, 2012, 10:58:08 am »

My name is Michael and I'm a software engineer from Poland, the country that never got the NES.
However, 10 years from its American release, a Famicom hardware clone Pegasus captured our imagination in its place.
It came with the legendary "Contra 168in1" cartridge and countless more were available through friendly trades or from the market.

As such, my first game was Contra, which I loved to play (along with other co-op games) with my big sister.
I have fond memories of beating Adventure Island 2 (or its hack, Super Mario World 9) regularly before school.
Over the years, I got to play Megaman, SMB3, Duck Tales and other classics.
At that time, the Pegasus was my only gaming system, until I got my first computer.

As the 8-bit and 16-bit computers became popular, I got my first taste of programming with Atari Logo.
Even today, this era remains to me a time of legends, with uncharted and surreal worlds asleep within the black depths.
This impression was further reinforced by the likes of the glitched Jet Set Willy, Trailblaser and Arkanoid.
Perhaps it was also due to so many games recalling the time of lore, like Rodland, Aztec, Toki and Smuś (a dragon Metroidvania by LK Avalon).
While NES games radiated with color and adventure, these games inspired the foreboding atmosphere of mystery.
Eternity passed and the Sony Playstation was discovered.

Ever since I saw the TV ad of Croc: Legend of the Gobbos and played the '97 Demo 1, I knew it's going to be big.
It ended up to be my 1st game on the PSX (as it was affectionately called in Poland), along with Tekken later on.
These introduced me to the bright, colorful and imaginative world of 3D gaming.
To this very day, my favorite platformer of all time is Crash Bandicoot 2.
As if almost immediately after I got my console, shops began stocking on magazines, which included demo discs.
In the very first Official Playstation Magazine, I got my 1st taste of Soul Reaver and the Net Yaroze console.
It was approximately then that I decided that I want to make video games.

But games weren't the only thing that fueled my imagination.
At one point I got this huge red treasure chest full of Lego's, which allowed me to build everything I could imagine.
This was also true for the colorful domino bricks, which I arranged into surreal worlds of 8-bit nostalgia.
Along with a multitude of toys, at that time this was the way I could feed my desire to create the game of my dreams.
Meanwhile, several things became popular at my school.
Chupa Chups released its version of caps/Pogs/Tazos/Flippos, which introduced children to gambling became a huge fad.
With the Pokemon Trading Card Game we got our first taste of tournament play and competitive multiplayer, way before the PCs.
But when that time arrived, our world was changed...

StarCraft: Brood War became sort of a phenomenon, to say the least.
People stayed in line for their turn at the Internet cafes to play it with their friends over LAN.
This was the only way to get on the Internet back then, as the Internet was something of a costly novelty.
Albeit my 1st PC was the black-and-green Tulip PC, which barely ran DOS games, we finally got the real thing...
...a lowly PC with Windows ME.
I practiced playing at home through the campaign and I really enjoyed making my own maps.
Later on, when the schools came equipped with computer laboratories, we organized our own StarCraft, UT GotYE, Quake 3 and even Prince of Persia tournaments.
Yet offline gaming thrived.
People kept playing Heroes of Might & Magic 3 and Wormds World Party for many hours at their friend's houses.
They were also burrowing games, which is how I got to play Alien vs Predator 2, Max Payne or WarCraft 3. Plus, having a PC opened up new (and cheaper) magazines with their own demo discs.
During the vacation I used to borrow a laptop with old-school PC games, like Prince of Persia, Volfied, Rollercoaster Tycoon or Commander Keen.

Then at last, within one computer magazine, I got the full version of The Games Factory by Clickteam.
This, along the DnD source books (my favorite being Manual of the Planes) and RPGs like Baldur's Gate, opened a huge array of possibilities.
My quest to create the best game ever began.

In the past 10 years or so, I faced major difficulties.
People kept telling me "you will fail", "who are you compared to big game companies?", "will this earn you bread?", "what does it matter?", all while all I wanted was for my childhood wishes to come to pass.
Their looks of contempt betrayed their stance on games in general - this loathsome childish pasttime hardly worth pursuing and rightly deserving public scorn.
But something changed this time.
People like you and me were creating their very own games, drawing from the potential long abandoned by the gray-brown games of today and turning mere shadows of the past into a marvelous reality.
Could this be possible?
With hope rekindled, I am that much closer to fulfilling my dreams and that of others...
...and for that I thank all of you!

Let's bring gaming back to life!

I already got the opportunity to work on the upcoming AM2R fan game project - http://metroid2remake.blogspot.nl/
Currently I am working on my "original" title, called "Legends of Zeranoth", which I will discuss in these forums soon enough.

-I prefer Tekken 2 over 3. The later felt like a downgrade, with most of the cast either missing or replaced by strangers.
-No matter what, I find myself returnig to a handful of games (probably as a detox to all the awful ones), which I love to play. These evergreen titles are - Crash Bandicoot 2, Spelunky, Team Fortress 2, Contra, Tekken series and Adventure Island 2.
-Why Crash 2 and not 3? I played it first, so the setting didn't come to me as a rehash of C1 and C3 felt like overdoing it, kind of like SMB2 feels to a lot of Mario fans. Worst yet, every other game were either trying too hard to be the third one or mutated into the likes of Titans.

Thanks for reading,

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« Reply #5821 on: November 16, 2012, 12:48:31 pm »

Hi all,

My name is Jan Niestadt, and I'm the programmer half of a little two-man team. My friend Gijs Rosengarten constitutes the art department. :-) We call ourselves Qwok Games.

We're both thirty-somethings with tech-related day jobs. We've been collaborating on various creative projects for quite a few years now. Making games was always on the list of things to do, but about a year ago we finally went and did it.

We started by entering the Ludum Dare Jam #22, and actually ended up winning second place with our HTML5 puzzle game Together Alone. Since then we've ported it to Haxe/NME in order to be able to target more platforms (Flash for now; Windows version coming), and we've vastly improved the game in all areas. We recently posted our second beta version on our site. The full game should be done by the end of the year.

We're also brainstorming heavily for our next game. As always, we have too many ideas, so the challenge is to avoid the 'second system syndrome' (taking on too much after the first succesful project). But it's been a lot of fun so far.

Thanks for reading and see you around!

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« Reply #5822 on: November 16, 2012, 03:03:19 pm »

Hey everyone!
Since this forum has serious lack of Estonians, I'll introduce myself here  Smiley

My name is Indrek Plavutski, probably more known around the web as InCreator.

I mostly specialize in artwork, especially pixel art and animations, but know my way around code too if needed.

I've been AGSer since 2003 and participated in few projects, such as small artwork help in A Tale of Two Kingdoms and most recently, Blackwell Deception as a background artist.

Currently, I'm working on a big multiplatform project Hamster Time and doing some smaller projects on the side, to avoid getting too worn out on a single game.

I also got some videos of the progress, see here, but I guess it's a bit too early to make a full dev log.

Thanks for reading!
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« Reply #5823 on: November 18, 2012, 04:09:11 pm »

My name is Gabriel. I am a 23 years old Swede, living in Sweden with my wife and daughter (1.5 years).I haven't been programming much at all, but since I started out I've been finding it a lot of fun, so now that I think I have some basics I will try making a game. (devlog here:http://forums.tigsource.com/index.php?topic=29810.0, please leave some feedback).

First games I played was on my uncles Sega Master System. Mostly R-Type and Psycho Fox (What a HORRIBLE game, but so many lovely memories)

I enjoy all types of games, but lately it's mostly been indies that have made me stick through the whole game. Just got through Braid, which is one of the best games I've ever played, Thak you Jonathan Blow!


My Bolg,with updates of what I'm working on
« Reply #5824 on: November 18, 2012, 09:07:52 pm »

Hi everyone - I'm Matthew Sandstrom. Good thankyou. That's good. Okay!

I feel a little awkward here, as I've only recently completed my first (short) game, and I'm by no means a professional designer or programmer. I specialize in music, having studied at the Elder Conservatorium in Adelaide. Music isn't really what I want for a career, though, so I'm keeping up work on my own little projects and things, with reports on a blog that can be found here:

 I'm very excited about what's happening in the games industry right now, and I'm going to do whatever I can to be a part of it. And that's all there is to say, really. ^^

Oh, and the kind of games I want to make are like ... like artificial memories. That's a very vague kind of ideal. I'm focussed on creating games that communicate emotively to the Player through the core gameplay mechanics, without relying on aesthetics and graphics/sound.
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« Reply #5825 on: November 21, 2012, 09:05:23 am »

Hey everybody,

I'm Yuji Kosugi. I'm living in London now, but I'll be moving sometime next year when my visa expires (probably Montreal next, or maybe Copenhagen or Melbourne).

I quit my boring office job a year ago, did a lot of soul-searching, and finally decided to start making games a month and a half ago. My original project (making a more mainstream-accessible roguelike) was a bit too ambitious for a first game so I set it aside a few weeks ago to start working on a simpler game—a 2d weaponless "shooter"—an alpha build of which I'll be posting to the feedback forum later.

I've been playing games on and off for most of my life. Here are some favorites, off the top of my head:

  • King of Dragon Pass: I'm continuously in awe at this game for being able to create such a rich, flavorful story that is different every time you play.
  • Fallout: Incredibly detailed world filled with compelling characters, interesting moral decisions, and quests with many possible solutions. There's just so much fun stuff to do in that game.
  • Sid Meier's Pirates: I'm still not entirely sure why this game works so well. You sail around, occasionally fight other ships, and go around doing a bunch of minigames. But the game has a lot of personality, and somehow all the pieces combine into an amazingly fun game.
  • Team Fortress 2: It's nice to have an FPS I can do pretty well at by using my brain, even though I'm not that good at FPSs in general.
  • Dungeon Crawl Stone Soup: I love roguelikes because permadeath gives every decision significance, procedural generation provides near-infinite replayability, and the emergent interaction of elements like monsters and items provides you with a neverending sequence of interesting tactical and strategic conundrums. I also love how roguelikes are such a pure test of your ability to make good decisions, as opposed to, say, memorization or patience for grinding. As for DCSS in particular, I think the races and classes provides a lot of different ways to play the game, and there's a good blend of tactical and strategic complexity.
  • Super Hexagon: Speaking of pure tests of player skill, this is might be the purest possible test of pattern recognition and reaction time. Playing this game until I could beat the hardest(estest) difficulty level gave me a lot of new experiences, including the ability to turn concentration on and off at will, and the perception that time has slowed down as a result of your mastery (both psychological phenomena that I had heard about through accounts of elite athletes but had never actually experienced before). 

Also: Loom, Quake, Alpha Centauri, Descent, Heroes of Might and Magic, Resident Evil, Blast Corps, Super Smash Brothers, etc. etc. etc.

The game I'm working on now, and most of my ideas, are either single player tests of skill (i.e. arcade high score games and roguelikes) or multiplayer contests, but I'm also interested in story-based stuff. Above all though, I want to make stuff that is new and not derivative or just an obvious genre work, and I also want to respect players and provide value instead of just taking up their time.
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« Reply #5826 on: November 22, 2012, 06:09:19 am »


my name is jeremie, I am french, and I am 25.
I try to create games with a friend, Tibius, and we will see how it's work.
I am game/level designer, and I defend myself in graphics design. Tibius is developer.

Here is what we look when we are eating (french people like to eat):

How did I get into games?
Since I am a child, I create games on paper like maze and other kind of piscou magazine games. When I discover video games, I start to wanted to be game creator. Whatever was the way.
Then I learned development and level/game design at school, and graphic design by myself.

I like strategy and war, like this:

And I like original weird stuffs and poetry like this:

Now Tibius and I, are trying to make our own game and sell it.
It is called Ubinota. And it is more a weird poetic stuff.
Jóhannes G.
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« Reply #5827 on: November 22, 2012, 01:54:42 pm »

Góðann daginn. Gentleman

The Me

My name is Jóhannes Gunnar Þorsteinsson, I am currently 24 years old Icelandic sound, music and visual artist who was brought up by video games because that's the only thing I had to entertain myself for I spent the majority of my life near the highlands in north west Iceland. With nearest neighbor around 10 kilometers away and nearest town (pop. 500 people) 30 kilometers away.

Although I do remember receiving the NES with Super Mario Bros back when I was 3 years old, and playing Zelda and all that but I still don't associate much with those games. Although I guess they did kickstart my love for games. The games that really shaped me was the Marathon Trilogy, I think I spent over 10 years playing the Marathon games through, modding them, creating maps, and hang out on internet forums related to the games. My first game, 'Susannah' (never released, although showcased at an art exhibition) was even made with the Aleph One (Marathon) engine.

After studying visual arts in Akureyri, the "capital" of north Iceland, where I did my first game, Susannah, as a final project at school, I moved to Sweden to study sound/game design at the University of Skövde and I am currently doing my last year there. After that I guess I have no idea what happens. Maybe I will continue pushing my luck and try to survive as a indie developer or an obscure weirdo musician. Or I will end up finding some game/art related company/group that wants me.

My favorite kind of games are the ones that challenge the status quo and the definition of what a game is, and I tend to prefer open world games that rely heavily on atmosphere although sometimes I like to play casual games.

Games I love.
- Bit.trip.runner
- Marathon
- Dear Esther
- Kairo
- Limbo
- Cave Story

My Games

- Susannah (never officially released)
- S (currently in production)
- Ouroborosorosos (sound designer, Game Jam game 2012)
- Hero Battle Arena (sound designer, nominated Swedish Game of the Year 2011)

My Music
Just like with games, I love music that pushes the boundaries of what we define as music. My music can therefor be described more as sound art, soundscapes, with a mixture of drone, noise, and ambient.

So yeah... Great being here! I've been sort of lurking for the past year or so and rarely (or never) posted. But now it's time to get serious! Smiley

oh yeah, and here's my website!

- Jóhannes G.portfolio
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« Reply #5828 on: November 22, 2012, 02:48:10 pm »

nice music.
Jóhannes G.
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« Reply #5829 on: November 23, 2012, 12:12:50 am »

nice music.

Thank you!  Coffee
Heads up, If you like it a lot, I would recommend downloading it from my bandcamp ( http://zizdrone.bandcamp.com ) ASAP as all of my digital releases are for free currently but there is a possibility of me raising the price (at least on some of them) in the near future.

- Jóhannes G.portfolio
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« Reply #5830 on: November 24, 2012, 12:55:45 pm »

Hello! This is Dan Jorquera, lead game designer at Planet Io Entertainment. One day I hope to release something as memorable as Braid, Bastion, or Fez. Gomez Currently I'm playing Fly'n when I'm not working on my game. Wink


Planet Io:

Personal Portfolio:

Current project:

Nice to meet you. Coffee

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« Reply #5831 on: November 26, 2012, 08:13:14 am »

Hey all! I'm Carley. I'm just getting starting making video games, it's something I've dreamed of since being a kid. I used to spend my time creating non digital games (like card games and role playing systems), but it's recently occurred to me that I can actually make a video game with the tools out there now.

I love independent game culture and am very excited to be a part of it!
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« Reply #5832 on: November 26, 2012, 05:21:39 pm »

Hi, I'm Patricio , but most people on internet know me as Gazu. Gentleman

I had been developing games since 2005, mostly advergames for companies like Cocacola, Disney, Nestle, etc.

Also I made my own games when I found a little free time window

Cyberpunk (2006) : http://jayisgames.com/archives/2006/09/cyberpunk.php
Time Raider (2007) : http://jayisgames.com/archives/2007/08/time_raider.php

I co-found a game company in 2008 (Vertigo) we tried to make our own games, but we ended making advergames and social-games for clients, I finally leave in 2011 to make my own games.

Currently I'm working on an indie game with my friend RedFox and a game framework.
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« Reply #5833 on: November 26, 2012, 06:09:15 pm »

Hey y'all my name is Giulianno and i've never done any games before  Who, Me?

I always wanted to make some games and see other people having fun with it, i've always had some crazy ideas and now i wanna share some   Hand Shake LeftNinja Hand Shake Right
I'm really new to game development, i think i'm more like an artist but anyways.. I'm developing a game right now on Construct Classic ( it seemed really easy to learn so yea.. )
I'm doing this for fun so its kind of just a hobbie for me, maybe in the future i'll try something more serious.
Well, nice to meet you guys and cya  Coffee

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« Reply #5834 on: November 27, 2012, 04:24:07 pm »

Hello  Smiley

I'm a physicist trying to get into grad school and a hobbyist game developer that never actually finished a game. Whenever I have an idea that gets me really excited I just need to start working on it! so I start a lot of projects Tongue Right now I'm working on a game that is a mixture between adventure and dungeon crawler for android, a stealth game (windows), a browser game similar to lunar lander and a game so experimental that it can hardly be classified as a game. My weapon of choice is Unity.

I like every genre but few games get my attention. I'm like those obnoxious people that claim they can differentiate wines (oenophiles?) but with games  Gentleman

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« Reply #5835 on: November 28, 2012, 04:13:30 am »

Here we go:

My name is Matthias Falk. I am a web entrepreneur from Southern Germany / Switzerland. I have founded the start-up jacando.com, which is a social micro job marketplace for finding just about any helper you can imagine for a task in hand.

I am also a devoted gamer and I love indie games especially. During the building process of my start-up I learned a lot about making software, and so I decided to make my own little game IMPULSE, coming for all iOS devices.

I am gamer since all of my live, so this is a super exciting experience for me.
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« Reply #5836 on: November 28, 2012, 06:18:13 am »

Hi All,

My name is Carl Jackson and I work for a UK indie developer called Nomad Games. We were originally THQ Studios UK, but were closed last year and four of us formed Nomad Games.

We've just released our first game, Talisman Prologue, based on Games Workshop's classic board game. We're selling the game through our website and from some other portals, but we're also attempting to get through Steam Greenlight, which is proving a challenge!

Nice to be here, looks like a very valuable source of people's experiences.

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« Reply #5837 on: November 28, 2012, 02:35:46 pm »

Hello all;

My name is Tony Ransom.  I am about to begin my final semester of graduate school for an MFA from MICA's Rinehart School of Sculpture.  After spending most of my adult life in denial I have decided that I must now learn how to make games or live the rest of my life in regret.

My thesis will be a video game installation based on a simple concept that I have drawn up, so with any luck I'll be able to share my progress and learn a thing or two about how it's done around here.

Website = skelefactor.com
Twitter = https://twitter.com/Skelefactor
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« Reply #5838 on: November 29, 2012, 12:18:37 am »

Hello from Sweden,

I used to have an account here that is now gone (and I don't even remember what name I used)... Found my way back here looking for inspiration for java4k 2013. Have been hobby-designing and programming games forever. Worked on (mostly unreleased) games for MSDOS, Linux, PalmOS, GP2X, Java (applets), HTML, Android, OSX..., in addition to non-digital board/card/dice games.

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« Reply #5839 on: November 29, 2012, 12:40:21 am »

Pretty certain I've already posted in here but I guess I'll post just in case it's just a figment of brain-vacation.  Durr...?

Ahoy folks, I'm Kyle Riley, AKA Neonlare in a lot of circles, I've been on the TIGsource forums for a heck of a long time and been involved with a few random projects online all over the place from BYOND to MUDs, Ludum Dares and likewise. Sadly a lot of these projects have gone the way of the dodo but I've always been more about the journey of making a game than just the end result.

Pretty much dabble in everything from Programming to Graphics Design (2D and 3D) and a lot of Music composition. Been making music now for a good 4 to 6 years now and have tried pushing for different genres with each track.

If you want someone to collaborate with or just need something done, just send me a PM and I'll cook stuff up and whatnot. Been posting games around on the forum for a while now, so it's always been a pleasure to talk and discuss game development with the fine folks here, even if I have been pretty much a lurker most of the time.  Noir
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