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Ask An Indie: Patrick Swinnea, Peacock Games

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Welcome to Ask An Indie where we interview local independent game developers to learn how they make, do and create.

The Indie: Patrick Swinnea, Peacock Games

What inspired you to start making games?

I grew up in the 80s on a steady diet of movies, cartoons, video games and Bible stories. The thing I took from all it was an awareness of the power and importance of storytelling. For me, movies were the ultimate form of story, and I knew at a pretty young age that I wanted to work in some kind of visual storytelling medium. (I was also super into magic, and my 10-year-old self figured that if making movies didn’t work out, I could always fall back on a career as a magician!)

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Ask An Indie: Nate Pacyga, Super2Games

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Welcome to Ask An Indie where we interview local independent game developers to learn how they make, do and create.

The Indie: Nate Pacyga, Co-Owner / Lead Engineer / Lead Designer, Super2Games

What inspired you to start making games?

Like a lot of Indies, I grew up during the NES and SNES era, which was a pretty sweet time to be a kid and gamer. I bought my first Nintendo at the age of 6 by collecting pop cans and saving up, so I earned it! From there it was an obsession with playing as many games as I could. It wasn’t until well after high school that I had the attention span to even start programming and I didn’t start studying game design until I was 26.

At what age did you create your first game? What was it like?

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Local Educators Get Big Response On Kickstarter for Computing Game

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By John Ewoldt, Star Tribune

“Fourteen hours after Paul and Alyssa Boswell launched a Kickstarter campaign for a game designed to teach about computers, they met their $48,000 goal. Then, things went into an infinite loop.  On Thursday, nine days after the campaign started, the Shoreview couple had raised $194,000 from more than 2,100 backers.”

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Ask An Indie: Mark LaCroix, Noble Robot

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Welcome to Ask An Indie where we interview local independent game developers to learn how they make, do and create.

The Indie: Mark LaCroix, Director, Noble Robot

What inspired you to start making games?

For over a decade, I have worked professionally as a filmmaker, web developer, audio engineer, and motion graphics designer. I often jump from medium to medium, trying to further develop my voice as an artist. I’ve always been equally a visual designer, a technologist, and a storyteller, and have never been satisfied doing any one thing.

When I was in elementary school, I would spend recess in the computer lab building choose-your-own-adventures in HyperCard. In middle school, I made interactive animations in Flash and created mods for Quake and Quake II. In high school, I taught myself BASIC in order to create text adventure games on my graphing calculator.

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Minnesota Startup Evolve Is Shutting Down

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Via News Release

“Evolve or Die”. These were words our company [Evolve] lived by. But sometimes there isn’t a choice. And despite our desire and best efforts to find another way forward, we’ve run out of options. This is not the time to dissect all the reasons for how we reached this point, but there were a few major contributors: Lack of a viable business model; Investor funding to build viable alternatives (HQ 2.0 and Arenas); Failed acquisition; Stiff competition.”

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The Turing Tumble Debuts On Kickstarter To Teach Programming Fundamentals

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By John Biggs, TechCrunch

“When the lights go out and the entire world is thrust into the technological nether, we’ll need board games like Turing Tumble. Created programmer Paul Boswell – he’s well known for programming complex games for Texas Instruments calculators – and maker Alyssa Boswell, the Turing Tumble lets you use small parts to create logic flows in order to solve puzzles.”

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Big John Games Reflects On 27 Years Of Making Games In Minnesota

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In an Edina office complex, a small team of dedicated game makers is building an international audience where Big John Games president Ken Patterson has been developing games since 1991. He began by making PC games, but jumped to the Game Boy Advance when asked to create a version of the 1987 NES classic Shadowgate for the handheld system. This meant that he was now a Nintendo developer–a distinction that lasts a lifetime.

Formerly Digital Content LLC, Ken renamed the company in honor of his father, Big John Patterson. The two had worked together since the mid 1990s, but when Big John suffered a heart attack in 2003, they made the name change.

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