The Indie Game Magazine May 2014 | Issue 37 | Page 15

effective design process, the difference is night and day and I’d like to help propagate what I’ve been so lucky to have been taught. At the same time I know becoming one of thousands of voices on a site like Gamasutra might not be a convincing platform for a change in design paradigm; with Oscar I hope to show the proof is in the pudding. Anyone can say what they want (often anecdotally) about how to make games, so I’m counting on results to change peoples’ minds. IGM: What kind of experiences and concepts have transplanted well for you, coming from the AAA to the indie scene? Josh: I would say that AAA development has helped me keep a clear perspective on product cycle; being able to estimate what your product should look like at any given point during development helps you stay a lot saner when you’re trying something new. While the personal stakes are massive in indie, I think the decisions I had to make on behalf of dozens of people at a large company were much more terrifying than they could be in indie, with mostly my pride and individual well-being at risk. I would say the biggest contributor from working in