Who are you and where are you from?
I'm Martin, 28 from Wakefield in West Yorkshire.
When did you first start using XNA?
I first started using XNA in January 2009. After the launch of Xbox Live Community Games (since renamed Indie Games) I became interested in XNA and quickly started prototyping some ideas for games.
While I enjoy working on all aspects of game development my strongest skill is programming, so I quickly began looking for other people to help create some high quality, professional games for the service. Over the past two years I've worked with over 20 individuals with a similar view to myself. We want to show off these games with a view to making a career from game development in the future.
Retroburn Game Studios is currently this collaboration of people across the globe working on games for XBLIG, Windows Phone 7, PC, Android and iOS (not using XNA for the latter two of course).
What projects are you currently working on?
Currently, we have a whole range of games in development. Since they all use the same re-usable base engine it means the work I've done over the past two years powers all of our games. Development of future games should go much smoother and we have plenty more ideas to work on.
Shadow Racers - The first game I started work on in early 2009, this is a full 3D arcade racing game. By far our most ambitious project, but we also have other smaller games in development due for release.
Positron - A tron inspired light cycle game with more of a modern style and some new game modes.
Critical Strike - My DBP entry, a top down helicopter shooter in the style of the old Strike games.
Many others! - Some secret projects that we'll reveal later this year.
If any, what games have you had released and on what platforms?
None yet, but hoping to change that soon!
What advice would you give to developers working on XNA games?
Don't do it the way I did! No, seriously, start out with something nice and small. I know it sounds 'too simple' but make a pong / breakout / tetris / space invaders style game. Feel the excitement of getting a game complete and learning the language and framework as you go.
Larger games take a lot of planning, and unless you know the framework very well you're going to be writing code for a very long time. I find one thing that keeps me motivated is to split down tasks into small chunks which are achievable in just a few hours. For example I might want to improve the strafing behavour of my helicopters which is just an hours worth of tweaking with input controls. After that hour I feel I've really achieved something and look forward to working on the next task.
Stick to your strengths. We've all heard the term 'programmer-art', and seriously, people will not buy your game if the visuals aren't high quality. Yes, gameplay is key to making a great game but graphics is what attracts them in the first place. Get some people to help you, there are thousands of talented students out there
Anything you'd like to add?
If you're interested in XNA why not come along to the
XNA UK User Group meetings? We meet on the first Wednesday of each month in Kenilworth (near Coventry). It's completely informal and we usually have a few presentations covering topics suggested by our members. There's Pizza and a few drinks after too!
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