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