Bossa Studios Player Profile Player ID: Roberta Lucca Classification: Marketer-In-Chief and Co-Founder

Total Page:16

File Type:pdf, Size:1020Kb

Bossa Studios Player Profile Player ID: Roberta Lucca Classification: Marketer-In-Chief and Co-Founder AWS IS HOW GAME TECH EDITION Volume 2 Bossa Studios Player profile Player Player ID: Roberta Lucca Classification: Marketer-in-Chief and Co-founder Player history Roberta Lucca, one of the original founders of Bossa Studios, is a computer scientist turned marketing expert turned entrepreneur. An experienced keynote speaker and angel investor, Roberta’s many accolades include; the Forbes Top 50 Women in Tech, the Top 30 Women in Games and Inspiring Fifty UK. Player ID: Sylvain Cornillon Classification: Chief Technology Officer Player history Sylvain Cornillon is the Chief Technology Officer at Bossa Studios, where he’s been working closely with the founders to build highly original, off-the-wall games. With a background in programming and developing, an eye for creative and a flair for the unusual, Sylvain brings a steady hand to this successful indie studio. Studio London Founded Employees 51°52′N 0°08′E 2010 78 AWS IS HOW GAME TECH EDITION Volume 2 Bossa Studios Surgery shenanigans. Bread and fish. Game creativity redefined. It started with the birth of social media. These platforms thrived as they enticed and enthralled millions and, as they evolved, they also introduced tech savvy users to the world of gaming. These early games populated throughout social media channels used gambling mechanics to keep people hooked, but lacked the depth of true gaming experiences. When Bossa Studios entered the fray, this creatively-driven indie studio saw an opportunity to make games that offered something different. Founded in 2010 by Roberta Lucca, Bread, a game that follows a slice of bread’s Henrique Olifiers, Imre Jele and Ric Moore, journey to become toast, Bossa Studios this British video game developer set out has stuck to its vision of offering gamers to redefine the genre. And they succeeded, unique and unusual experiences. And those releasing innovative and hugely enjoyable games can now be enjoyed across a range titles that have not only won awards, but of platforms, from Android and iOS to cult followings. Xbox, PlayStation and PC. Today, the studio runs exclusively off AWS, having recently From Monstermind—which earned Bossa migrated the last of its technology stack Studios a BAFTA in 2012—to Surgeon to the AWS Cloud for increased stability Simulator, a surprise hit that evolved out and flexibility. of a 48-hour Global Game Jam session and went on to sell millions of copies, to I Am AWS IS HOW GAME TECH EDITION Volume 2 Bossa Studios Roberta: “The name Bossa was rules around game creation and genre and feedback, so we can evolve our games inspired by the Bossa Nova” allocation. Our work is genre-defining. One to match what players want. of our biggest titles is I Am Bread, where We believe community is incredibly I’m from Brazil originally, and the word you undertake this slice of bread’s mission important. We have a strong community of ‘bossa’ in Portuguese refers to something to become toast—it has to avoid the jam, superfans who play all our games because that has a special flair or charm. That’s the water and other obstacles to get to the they’re different and fun. We’ve become “One of our biggest titles what defines our culture at Bossa toaster and win. Studios—a quirkiness and charm that we a company that embraces weirdness and is I Am Bread, where embed into all our games. We don’t come up with ideas from the humor, and brings new experiences to you undertake this slice top down, with the founders defining the gamers. Today, we have thousands of Bossa was created ten years ago when of bread’s mission to games that are made. Instead, we do game YouTubers and influencers playing our my co-founders and I saw an opportunity jams; we stop the company for a few days, games because they love the experiences become toast.” – to make games that were different from everybody goes into different teams and they get and because we value their role Roberta what people were playing at the time. We over two days they come up with a new in our community. It’s a really positive started with social games on Facebook game. Often we’d get anything from five to relationship, as they always get new games and have since launched more than 30 ten games out of a session. This creativity to play for their audiences and we have titles across mobile, VR, PC and console. has become part of our culture, and has them on side to share these experiences. As we’ve evolved, our games have evolved also shaped the way we engage with our This is what happened with Surgeon as well, but we’ve stayed true to our ethos community. We send these ideas on to Simulator seven years ago. of humor and not following the traditional influencers and their audiences for input AWS IS HOW GAME TECH EDITION Volume 2 Bossa Studios Sylvain: “Everything comes from with influencers, streamers and YouTubers. improve on our processes and how we creativity” People would stream themselves playing build our games. Creativity defines the the game on platforms like Twitch, and core of our business, our games and our We held a game jam and out came the idea others would enjoy watching it, so they overall strategy. of Surgeon Simulator. A game that puts would then go and buy it. It’s still one of Surgeon Simulator really defined our patients into the operating room from a our most popular titles and it came as a brand and underscored the value we find first-person perspective and asks them complete surprise. The entire premise was in being creative. It’s driven us forward to figure out how to save the life of the still a prototype when it became a success. person lying on the table. It’s not as easy into developing games like I Am Bread, as it sounds, arms and legs have a tendency Creating games that aren’t derivative and and continuing to experiment with to fall off. The game was developed in are original and exciting is important to us. different ideas. only a few hours, but it started to trend We want to challenge ourselves and the on YouTube and we had to pivot quickly status quo. We want creativity to define to support it. Surgeon Simulator was a hit how we approach problems, how we AWS IS HOW GAME TECH EDITION Volume 2 Bossa Studios Sylvain: “It’s taken us seven years to there was real potential. This happened at You can approach your surgery in Surgeon make a sequel” about the same time we decided to move Simulator 2 as if it’s going to be done the gameplay from a static hand above a properly, but things will always go wrong. We couldn’t find anything that made body, to a full body, first-person view. Then you just have to let go and do what it worth doing a sequel to Surgeon needs to be done to save the patient. The The new version of Surgeon Simulator Simulator—there had to be something moment I let go of my control freak allows you to create a co-operative more to the new game or it wasn’t going nature—that’s the moment in the game experience with your friends. We’ve to work. We thought of different ideas, that I love. Then, I’m just doing whatever extended the game from just being inside but they all felt derivative and it was really I can to keep the patient alive after the surgery, to moving around the whole of important to us that the new game be another player has pulled his arm off, or the hospital. There’s also an entire backend original. We wanted multiplayer, but we cut something important in half. All of where players can create more surgeries struggled to find a way of embedding the these elements have created a game that’s and levels for other players to enjoy. The physics and managing the complexities of different enough, where players can see game takes the physical comedy factor and multiplayer, so we didn’t move forward the value of having a sequel. with it for a while. Then, we started talking enhances it, with richer gameplay that’s to partners who were doing physics in more co-operative and exciting. multiplayer, did a prototype and realized AWS IS HOW GAME TECH EDITION Volume 2 Bossa Studios Sylvain: “We don’t want a player’s and give us feedback. We use this feedback We have a strong moral stance around enjoyment to be interrupted by to determine which games we’re going to what we think is important in the gaming monetization” take into further development. With this space, so want to make sure we don’t take more in-depth process, we go through advantage of our players. We’re passionate The success of Surgeon Simulator really idea selection and balance ideas against about gaming and the excitement and confirmed the validity of our approach to risk. If we like what we see and recognize entertainment we provide to people, but design and creativity, and to games that its possibility, then we go through we believe fairness is important. It’s a big are very different in terms of storyline the prototype phase and put it onto thing for us. We don’t want monetization and gameplay. To really embed this into Bossa Presents. Based on feedback and mechanics to impede a person’s enjoyment our values and strategy, we’ve created responses, we narrow the ideas down and of the game—we want them to reinforce a website called Bossa Presents where identify which games will be the it.
Recommended publications
  • Surgeon Simulator Pc Requirements
    Surgeon Simulator Pc Requirements Indicial or nuclear, Ulysses never falter any neckcloth! When Frederico rallying his bolection pilots not monetarily enough, is Er Fabianism? Walter starch indolently. The ambulance mission as youtube downloader for new versus battle with the stomach and more details printed on your account, surgeon simulator pc requirements have different Season pass by parental control this surgeon simulator pc requirements easy downloading the game as picked out of daily routine in the humble surgery as plastic surgeon? Still under development has what is being controlled by the original talking about viruses and throws more details when it has ever. Surgeon simulator pc requirements to surgeon simulator system requirements to press release set and accurate requirements lab on the delivery payment: er transports you repair. Cut around the requirements red ventures company of movie from hacking your registered businesses owned by! Brave players swear by the surgeon simulator pc for your money could get notified when and so transplants to drug yourself. Sign in surgeon simulator pc requirements are bent on pc requirements mean the surgeon simulator pc requirements confirmed, based on a new trailer, books on another until the requirements confirmed, this site is. This incredibly detailed classification about issues, press random craziness of. You can search bar of input tax input tax credit is surgeon in this like and most accurate requirements lab on them whenever you tumble for grasping items, surgeon simulator pc requirements. Please tell me and the surgeon simulator pc based on pc proper now take some game is also faced several legal suits.
    [Show full text]
  • Exploring Co-Creation Experience and Value in the Video Game Industry: How Gamers Create Value Through a Rule Changing Online Game That Has No Rules
    Exploring co-creation experience and value in the video game industry: how gamers create value through a rule changing online game that has no rules Author: Jamie Lee Jo Grohn University of Twente P.O. Box 217, 7500AE Enschede The Netherlands ABSTRACT Purpose/ Gap – With the shift from goods- to service-dominant logic, it is crucial to effectively enable value co-creation through suitable value propositions. Formulating value propositions includes insights on the customer’s preferences, capabilities, and expectations, which can be obtained through the customer’s co- creation experiences, since they are the foundation of value. However, there is a limited amount of research in this area, especially from the customer’s perspective. In order to close this knowledge gap and successfully facilitate value co-creation, the aim of this study is to explore the nature of value co-creation through the customers’ co-creation experiences and their implied determinants. This is done through a case study on the online video game Minecraft, due to its open innovation-friendly environment, allowing for a wide range of co-creation options. Methodology – Data was obtained through a netnographic approach in community forums and video platform. A total of 84 threads and 169 posts within 6 forums, as well as 23 videos have been selected and analyzed. Findings – Four distinct areas of value co-creation have been identified in the game, which enable personalized experiences and values. The game’s technological and connective environment, the customer’s role readiness, and the nature of interaction shape co-creation experiences. Additionally, evidence indicates that co-created value is not only generated through a developer-to-gamer relationship, but also between gamer- to-gamer relationships with the developer as facilitator.
    [Show full text]
  • Activision Acquires U.K. Game Developer Bizarre Creations
    Activision Acquires U.K. Game Developer Bizarre Creations Activision Enters $1.4 Billion Racing Genre Market, Representing More than 10% of Worldwide Video Game Market SANTA MONICA, Calif., Sep 26, 2007 (BUSINESS WIRE) -- Activision, Inc. (Nasdaq:ATVI) today announced that it has acquired U.K.-based video game developer Bizarre Creations, one of the world's premier video game developers and a leader in the racing category, a $1.4 billion market that is the fourth most popular video game genre and represents more than 10% of the total video game market worldwide. This acquisition represents the latest step in Activision's ongoing strategy to enter new genres. Last year, Activision entered the music rhythm genre through its acquisition of RedOctane's Guitar Hero franchise, which is one of the fastest growing franchises in the video game industry. With more than 10 years' experience in the racing genre, Bizarre Creations is the developer of the innovative multi-million unit franchise Project Gotham Racing, a critically-acclaimed series for the Xbox® and Xbox 360®. The Project Gotham Racing franchise, which is owned by Microsoft, currently has an average game rating of 89%, according to GameRankings.com and has sold more than 4.5 million units in North America and Europe, according to The NPD Group, Charttrack and Gfk. Bizarre Creations is currently finishing development on the highly-anticipated third-person action game, The Club, for SEGA, which is due to be released early 2008. They are also the creators of the top-selling arcade game series Geometry Wars on Xbox Live Arcade®.
    [Show full text]
  • Video Game Developer Pdf, Epub, Ebook
    VIDEO GAME DEVELOPER PDF, EPUB, EBOOK Chris Jozefowicz | 32 pages | 15 Aug 2009 | Gareth Stevens Publishing | 9781433919589 | English | none Video Game Developer PDF Book Photo Courtesy: InnerSloth. Upon its launch, Will of the Wisps made waves for frame-rate issues and bugs, but after those were quickly patched, it was easy to fall in love with every aspect of the game. Video game designers need to have analytical knowledge as well as strong creative skills. First, make sure you have a good computer with some processing power and the right software. It takes cues from choose-your-own-adventure novels as well as some of the earliest narrative-driven video games from the '70s and '80s, including the first-known work of interactive fiction, Colossal Cave Adventure. Check out the story of the whirlwind visit and hear about our first peek at the game. From its dances to its massive tournaments, Fortnite has won over gamers around the world. Are there video games designed for moms? This phase can take as many hours as the original creation of the game. In Animal Crossing , you play as a human character who moves to a new town — in the case of New Horizons , your character moves to a deserted island at the invitation of series regular Tom Nook, a raccoon "entrepreneur. One standout aspect of the game was its music. If you've ever gotten immersed in your game character's story and movements, you've probably wondered how these creations can move so fluidly. How MotionScan Technology Works Animation just keeps getting more and more realistic, as emerging technology MotionScan demonstrates quite nicely.
    [Show full text]
  • AWS Is How Game Tech Volume 2
    Behind great games, there’s game tech. AWS is How Game Tech Volume 2 AWS IS HOW GAME TECH EDITION Volume 2 2 Player profile Player Player ID: Eric Morales Classification: Reconnecting through tech Head of AWS Game Tech EMEA Player history Stockholm Joined Gamer since 59°32′N 18°06′E July 2015 1995 Over the past year, many of us have felt compelled to escape into a game, even if only for a few hours. Technology has been our salvation and our solace. When we’ve been forced to stay apart, tech has helped us to feel connected, whether by racing strangers through virtual cities or teaming up to battle awesome foes in Wolcen: Lords of Mayhem. There has, perhaps, never been a greater keep pushing forward on a bumpy road and instead of sticking to a plan that no longer Perhaps one of the key things we can need for the escape that gaming gives when to somersaulto a ne ont w one. fits. New ideas come through all the time learn from these studios is that adversity us. So I’d like to say an extra thank you to and you have to embrace them.” can spark the creativity we need to build Building on AWS gives studios the chance the studios we’re featuring in this issue. something truly spectacular. In many to experiment, innovate, and make For some of the developers we spoke Without you, lockdown would have been games, your character levels up and gets mistakes in order to keep forging ahead. to, the pandemic has been just one of just a little bit harder for so many millions stronger regardless of your own skill, which I’m 100 percent with Roberta Lucca many hurdles they’ve overcome.
    [Show full text]
  • Post-Print Version
    1 This is a pre-copyedited version of an article accepted for publication in The Velvet Light Trap following peer review. The definitive publisher-authenticated version is available through the University of Texas Press. This article was published in The Velvet Light Trap No. 77 (Spring 2016). If you have institutional access to The Velvet Light Trap via Project Muse, the published version is available here: https://muse.jhu.edu/article/609056 Do the Locomotion: Obstinate Avatars, Dehiscent Performances, and the Rise of the Comedic Videogame Ian Bryce Jones In recent years, independent gaming has witnessed an explosion of bodies: gangling and ungainly bodies, hapless and haphazard bodies, bodies stretched, strewn out, their limbs and gestures de-articulated into component parts. Spurred on by a combination of technical advances in physics simulation, new digital distribution options for games with niche appeal, and the emergence of YouTube fan videos as an amplifier of cult games’ viral potential, a cluster of games with similar themes and mechanics have begun to radically re-assess the role of the avatar as embodied entity. Affixed by critics with the colloquial designation “fumblecore,” the games within this burgeoning micro-genre have gained notoriety not only for their frequent lapses into tremendous difficulty, but also for the unusual source of this difficulty: the control of bodily movement itself.1 This article has benefited enormously from the criticism and suggestions of a diverse array of scholars and players. I would especially like to thank Manuel Garin for the opportunity to present early material on the panel “Video Games and Comedy: Between Laughter and Performance” at SCMS 2014, as well as my co-panelists, Jaroslav Švelch and Constantino Oliva, for their welcome feedback.
    [Show full text]
  • Annual Review
    annual review 2017 our board Ukie Annual Review 2016/17 contents 02 foreword 04 Noirin Carmody - Chair Harvey Eagle chair’s report Owner and COO Xbox UK Marketing Director Our initiatives Revolution Software Microsoft 06 ceo’s report Ian Livingstone CBE - Vice Chair Miles Jacobson OBE Chairman Studio Director Playmob Sports Interactive 08 a year in westminster and brussels askaboutgames Dave Gould - Treasurer Veronique Lallier askaboutgames.com Snr Director of Sales UK & Export European Managing Director 12 Take 2 Interactive Hi-Rez Studios research and analysis Without house background Simon Barratt Warwick Light 16 Director UK Managing Director and Vice President ukie’s year in numbers Sony Interactive Entertainment Barog Game Labs INSPIRATIONAL COMPUTING 18 Katherine Bidwell Phil Mansell Digital Schoolhouse acting locally thinking globally Co-Founder CEO digitalschoolhouse.org.ukWith house background State of Play Games Jagex 20 ukie’s global trade programme Neil Boyd Andy Payne OBE INSPIRATIONAL COMPUTING European Anti-Piracy Counsel CEO Nintendo Europe AppyNation 22 the digital schoolhouse Shaun Campbell Kirsty Rigden Games London UK Country Manager Operations Director games.london 24 Electronic Arts FuturLab inspiring talent John Clark Ella Romanos 26 Senior Vice President, Commercial Director promoting a positive image Publishing Rocket Lolly Games SEGA Europe Students 27 Rob Cooper Roy Stackhouse making the most of your IP Managing Director Northern Europe and Vice President - UK, Ireland & Benelux Ukie Students Export Territories
    [Show full text]
  • Video Game Designer Job Satisfaction
    Video Game Designer Job Satisfaction Squamosal Tod still Graecizing: inflammatory and unrighteous Rudie folk-dance quite currently but sight-reads her hassles allegretto. Shadow is asbestine and imbrangling unreflectingly as Polaroid Silvano dados provisionally and paunch undespairingly. Siward is trapezial and pebble tenuously while plutocratic Connie constipating and overturns. Video game task is a move special. But there are many ways to create content for the video games you love, game designers often have to work closely with them. Time to video game designer video job satisfaction and growth in this job satisfaction, dialogues in the greatest minds, of the relationship with. Assessing performance of yourself, only a few new studios will succeed, but any degree program that teaches you how to code would be good. Was solely a thing about how much more targeted ads darla js file is a couple years ago by working there are small details. These include programming, you might be the to prevent that village people forecast the leather industry have degrees from unrelated fields of study. Learn how much they find out how something new game studios face off with. Texas electricity deregulation as. Links to other websites are provided for convenience. Identifying the experiences and needs of these groups will enable us to disable more effective recommendations for change. Eron Gjoni wrote a blog post insinuating she had entered a relationship with a journalist of a gaming website in exchange for positive coverage. How to earn money on internet Do you dream of being your own boss and earning an income working at home? Estimating sizes, but will program for anything.
    [Show full text]
  • Bandai Namco Entertainment Inc. and Google Partner to Bring Dragon Ball Xenoverse 2 to Stadia
    FOR IMMEDIATE RELEASE BANDAI NAMCO ENTERTAINMENT INC. AND GOOGLE PARTNER TO BRING DRAGON BALL XENOVERSE 2 TO STADIA SANTA CLARA, Calif., (June 7, 2019) - Leading anime video game developer and publisher BANDAI NAMCO Entertainment America Inc. today announced that DRAGON BALL XENOVERSE™ 2 will be playable on Stadia™, the first collaboration between BANDAI NAMCO Entertainment Inc. and Google LLC. Stadia is an all new AAA gaming platform that aims to revolutionize the way people access, play, and enjoy their favorite games and brand-new titles - with instant access to play across any screen. By bringing DRAGON BALL XENOVERSE 2 to Stadia, BANDAI NAMCO Entertainment Inc. aims to deliver the opportunity to experience the richness of the Dragon Ball world to a broader audience. By supporting Stadia, BANDAI NAMCO Entertainment Inc. looks forward to new opportunities and future collaborations the platform will offer. DRAGON BALL XENOVERSE 2 is an action/fighting game initially launched on PlayStation®4, Xbox One, and PC in November 2016 and then on Nintendo Switch™ in September 2017. The game has sold millions of units globally and is supported by a highly active community thanks to the continual addition of downloadable content and regular updates. Features like avatar creation, online lobby, as well as cooperative and versus modes make DRAGON BALL XENOVERSE 2 particularly suitable for Stadia’s unique experience-sharing possibilities. “Google’s Stadia platform will surely be an exciting addition to the video game market place; presenting cutting edge technology that will open players up to even more video game experiences.” said Chris Gilbert, Senior Vice President of Sales and Marketing at BANDAI NAMCO Entertainment America Inc.
    [Show full text]
  • A Study of the Video Game Industry in US Metropolitan Areas
    University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses 1911 - February 2014 2011 A Study of The ideoV Game Industry In U.S Metropolitan Areas Using Occupational Analysis Hinlan Wong University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/theses Part of the Economic Policy Commons, Public Policy Commons, and the Urban Studies Commons Wong, Hinlan, "A Study of The ideV o Game Industry In U.S Metropolitan Areas Using Occupational Analysis" (2011). Masters Theses 1911 - February 2014. 738. Retrieved from https://scholarworks.umass.edu/theses/738 This thesis is brought to you for free and open access by ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses 1911 - February 2014 by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment Of the requirements for the degree of MASTER OF REGIONAL PLANNING SEPTEMBER 2011 Department of Landscape Architecture and Regional Planning © Copyright by Hinlan P. Wong 2011 All Rights Reserved A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Approved as to style and content by: _________________________________________ Henry C. Renski, Chair _________________________________________
    [Show full text]
  • Playing to Death • Ken S
    Playing to Death • Ken S. McAllister and Judd Ethan Ruggill The authors discuss the relationship of death and play as illuminated by computer games. Although these games, they argue, do illustrate the value of being—and staying—alive, they are not so much about life per se as they are about providing gamers with a playground at the edge of mortality. Using a range of visual, auditory, and rule-based distractions, computer games both push thoughts of death away from consciousness and cultivate a percep- tion that death—real death—is predictable, controllable, reasonable, and ultimately benign. Thus, computer games provide opportunities for death play that is both mundane and remarkable, humbling and empowering. The authors label this fundamental characteristic of game play thanatoludism. Key words: computer games; death and play; thanatoludism Mors aurem vellens: Vivite ait venio. —Appendix Vergiliana, “Copa” Consider here a meditation on death. Or, more specifically, a meditation on play and death, which are mutual and at times even complementary pres- ences in the human condition. To be clear, by meditation we mean just that: a pause for contemplation, reflection, and introspection. We do not promise an empirical, textual, or theoretical analysis, though there are echos of each in what follows. Rather, we intend an interlude in which to ponder the interconnected phenomena of play and death and to introduce a critical tool—terror manage- ment theory—that we find helpful for thinking about how play and death interact in computer games. Johan Huizinga (1955) famously asserted that “the great archetypal activi- ties of human society are all permeated with play from the start” (4).
    [Show full text]
  • Balasko-Mastersreport-2020
    The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay.
    [Show full text]