Gamedev.in - Conversations

Gamedev.in
Gamedev.in - Conversations

In conversation with game creators from India gamedev.substack.com

Episodes

  1. In Conversation with Shailesh Prabhu

    09/05/2021

    In Conversation with Shailesh Prabhu

    Listen on Apple Podcast | Listen on Spotify | Listen on PocketCasts | Listen on Amazon Music | RSS Feed Thank you all for tuning into our podcast. This is our attempt at archiving the history of game development of Indian creators, through their own stories and voice. We hope you find it interesting and engaging. If you have any thoughts and suggestions, please come by our discord and have a chat! In this episode Yadu and Arjun talk to Shailesh Prabhu, founder of Yellow Monkey Studio, about his roots in the Indian games industry, the early days of the indie scene in India and much more. People in the podcast Shailesh Prabhu - https://twitter.com/shaileshprabhu Arjun Nair - https://twitter.com/NairArjun Yadu Rajiv - https://twitter.com/yadurajiv Notes from the podcast Yellow Monkey Studios - http://www.yellowmonkeystudios.com/ Ragnarok online - https://en.wikipedia.org/wiki/Ragnarok_Online Dhruva interactive - https://en.wikipedia.org/wiki/Dhruva_Interactive Nazara Technologies - https://corp.nazara.com/ Avin Sharma - https://www.linkedin.com/in/avinsharma Day of the Tentacle - https://en.wikipedia.org/wiki/Day_of_the_Tentacle Mortley - A Stitch in Time - Video Finger Footie - http://www.yellowmonkeystudios.com/games/finger-footie/ It's Just a Thought - http://www.yellowmonkeystudios.com/games/its-just-a-thought/ Huebrix - http://www.yellowmonkeystudios.com/games/huebrix/ Krishna Israney - https://people.gamedev.in/krishnaisraney Huebrix on Kongregate - https://www.kongregate.com/games/ymstudios/huebrix Shareware - https://en.wikipedia.org/wiki/Shareware ID Software - https://en.wikipedia.org/wiki/Id_Software Does Not Commute - https://www.mediocre.se/commute/ Socioball - http://www.socioballthegame.com/ Bluk - http://www.yellowmonkeystudios.com/games/bluk/ Apoorva Joshi - https://apoorvaj.io/ Deepak Menon Madathil - https://www.linkedin.com/in/deepak-menon-m Creative Europe - https://ec.europa.eu/culture/creative-europe Ramayana - https://en.wikipedia.org/wiki/Ramayana Fallout 3 release cancelled in India – Article Saint Young Men - https://en.wikipedia.org/wiki/Saint_Young_Men Mahabharata - https://en.wikipedia.org/wiki/Mahabharata Shark Mob - https://www.sharkmob.com/ Resident Evil Village - https://en.wikipedia.org/wiki/Resident_Evil_Village WarioWare - https://en.wikipedia.org/wiki/WarioWare:_Get_It_Together! Elden Ring - https://en.wikipedia.org/wiki/Elden_Ring Demon Souls - https://en.wikipedia.org/wiki/Demon%27s_Souls_(2020_video_game) Full Transcript Yadu Rajiv 0:06 Hello, and welcome to the GameDev.in podcast. In this episode Arjun and Yadu catch up with Shailesh Prabhu to talk about his history with the Indian games industry, the early indie scene in India and much more. Alright, today we have Shailesh Prabhu with us, who is the founder of Yellow Monkey Studios, and maker of many, many awesome games, and also communities as well. And many other things as well, which he will tell us what he has been doing for his entire life now. Over to you, Shailesh. Shailesh Prabhu 0:45 Hi. I'm Shailesh. I. I've been working in games for I don't know, since 2004, or five, I think. Yeah, for almost nine years, nine months. I was at Yellow Monkey, which I founded and ran for that long. Yeah. I've worked at a bunch of studios in India. And before that, and after Yellow Monkey, I worked at a bunch of studios in Copenhagen, and then distributed work studio. And then now in Malmo, in Sweden. Yeah, I've worked on different scale of games from casual to hyper casual to AAA too. And we had a small community, which we're we're also running back back when I was in India, which, which Yadu was also I think, part of local indie game devs long ago. And I've helped, like, with some other community initiatives that were active in India when I was there. So yeah, that's, I guess me. Yadu Rajiv 2:13 That is the briefest brief intro that we've had, I guess. Arjun Nair 2:18 A good intro. shailesh. But when you start before you started Yellow Monkey Studios, did you just start on a whim? Or did you have some professional experience? or What was your gateway into starting your own studio? Shailesh Prabhu 2:33 Yeah. So I mean, I was always interested in making games for for a while before that. And I didn't really know much of what for many studios there were and what kind of job opportunities there were for making games in India. So I always kind of had this in mind that, you know, maybe if we have to make games, it's gonna be like, we'll have to do our own thing. But yeah, I did. Right out of engineering college, I got a job in a games publisher that was publishing. It was called Ragnarok online. It was a Korean MMO RPG being published. Yadu Rajiv 3:17 I remember getting a CD with a Skoar or Chip or something. Shailesh Prabhu 3:23 Yeah. And yeah, I was working there for a few months. And it was basically like, yeah, Philippines based publisher was publishing the game here in India, actually, not here. But, and then soon after that I was working, I found myself working for Dhruva Interactive in their mobile games team. And then soon after. *cough* Sorry, yeah, so I worked after that for a bit that Dhruva Interactive and then I had to move back to Mumbai, because Dhruva was based in Bangalore, and I had to move back to Bombay. And then I took up a job at Nazara at the time. And when I was at Nazara, I was like, already doing a lot of things in the value chain of game development. And also, we had helped them, me and a bunch of friends, helped them create the team there at the time. So I found myself thinking that, well, here, we helped them set up the team and we were also doing a lot of stuff right from development to conceptualizing, to marketing, and of course, design and production. So I just felt like since we were doing pretty much everything it was, it wouldn't be the most outrageous thing to do it ourselves. And then me and one of my university friends Avin, we decided to, you know, quit and start off working on something a bit more creative than what was really happening in India at the time and so we started Yellow Monkey. And we worked on our first game, which was a point and click adventure for for the Nintendo DS. That was how we started. Yadu Rajiv 5:33 Were you always doing design at Dhruva and Nazara, were you focused on? Okay. Shailesh Prabhu 5:43 At Dhruva it was mostly again, design at Nazara it was doing design as well as production. And also like marketing and stuff like talking to publishers and talking to the ISP, not ISP. mobile network store owners, this was back in the day of pre iOS App Store days. So pre smartphone game, Arjun Nair 6:11 The primitive days. Shailesh Prabhu 6:12 Yes. Arjun Nair 6:14 Then we were still hiding in caves Shailesh Prabhu 6:16 Yup. Yadu Rajiv 6:18 So when you started Yellow Monkey was, was it just about kind of the iOS boom starting up? Was was it? Was it around that time? Shailesh Prabhu 6:29 No, it was a couple of years before that. I think we started in 2005. And at that time, we were working towards like we wanted to do more, something more interesting than what was happening in India, because in India at the time, it was all mostly all Bollywood, cricket, and astrology kind of stuff. Arjun Nair 6:56 What's wrong with astrology? Shailesh Prabhu 6:59 Well, I mean ... Yadu Rajiv 7:01 It's all in the sky. Shailesh Prabhu 7:03 Nothing is wrong if you if that's what you want to do. But you know, you can make money in a lot of ways. It's just that we didn't want to do that. So you're thinking of doing something more, like more video games. Yadu Rajiv 7:16 So you're saying you didn't want to make money Shailesh? Shailesh Prabhu 7:18 Yeah, isn't that evident? Arjun Nair 7:23 Long winded way of saying that. Yeah. Shailesh Prabhu 7:25 Yeah. So we decided to work on we wanted to do like some console PC style games. And we realized that, since we already had a background in mobile, maybe the next best step would be to start off with handheld console. And both me and Avin, really loved our Nintendo DS at the time. So we were we started on working on a DS, adventure game. We got a publisher interested, we got lots of very amazing mentors at the time, and it was good. But then the publisher went bankrupt in 2000, in 2008, along with all the fallout of the crisis, the financial crisis, and then we were like, okay, in 2007, the iOS store sort of like started. So we were like, okay, it's, we need to be able to be in a position where we can make smaller stuff, if we want to survive, we need to be able to make smaller stuff and publish it ourselves. So we're not depending on publishers as such. So that's when we decided and the platform that we could do it on at the time was iOS. So that's when we switched to iOS. Arjun Nair 8:38 And during this time, did you set up an office or were you working out of your garage? Shailesh Prabhu 8:45 Yes, so we started off, working out of my bedroom slash office, it was large enough to host two tables and me and Avin to work from there every day. Eventually, as we grew, there was like another room in my, in my apartment, which was like, well in my mother's apartment, which was large enough to have like, five-ish tables and a little bit extra space. So it was in the it was on the ground floor, yeah, we operated the studio from there. Arjun Nair 9:36 Awesome. So when you started off, what games were you planning to you know, start off with? What was your initial ideas? Shailesh Prabhu 9:47 Yeah, so the first one was like, as I said, an adventure game kind of humorous little bit on the on the lines of like, Day of the Tentacle and those kind of games. Yeah, something like that. It was called Mortley. Yeah, it was called Mortley - A Stitch in Time was about this weird character that was made up with stitched up body parts, and you could swap them with other things to

    1h 8m
  2. In Conversation with Armaan from Frostwood Interactive

    08/01/2021

    In Conversation with Armaan from Frostwood Interactive

    Listen on Apple Podcast | Listen on Spotify | Listen on PocketCasts | Listen on Amazon Music | RSS Feed Thank you all for tuning into our podcast. This is our attempt at archiving the history of game development of Indian creators, through their own stories and voice. We hope you find it interesting and engaging. If you have any thoughts and suggestions, please come by our discord and have a chat! In this episode Yadu and Arjun talk to Armaan of Frostwood Interactive about his roots, inspirations for Rainswept, Forgotten Fields, and his next secret project. People in the podcast Armaan - https://twitter.com/Armaan_S92 Arjun Nair - https://twitter.com/NairArjun Yadu Rajiv - https://twitter.com/yadurajiv Notes from the podcast Frostwood Interactive - Link Rainswept - Link Unity - Link How I quit my 9-5 and became a full time indie game dev - Video Twin Peaks - Link Memories of Murder - Link EGX Rezzed - Link Forgotten Fields - Link Rami Ismail - Link Dino Digital - Link Chit fund - Link Neon Bedlam - Link Poets of the Fall - Late Goodbye - Link Silent Hill - Link Invisible Waves - Link Michal Michalski - Link Goa - Link Audacity - Link Adventure Creator - Link Alan Wake - Link Silent Hill 2 - Link Last life in the Universe / "Reung Rak Noi Nid Mahasarl" - Link David Lynch - Link Full Transcript Yadu Rajiv 0:07 Hello, and thank you for tuning in to the gamedev.in podcast. In this episode Yadu, and Arjun talk to Armaan of Frostwood Interactive about his roots, inspirations for Rainswept, Forgotten Fields, and his next secret project. So I guess I'll give a quick intro, I am Yadu. I mean, we have met Armaan, and I've met before in the IGDC. With the help of a bunch of people, we run gamedev.in. And this whole thing is basically like a way of trying to figure out whether we can kind of archive histories of game designers and developers who kind of make up our industry. How can we preserve this for a future generation, at the same time, also help kind of up and coming developers and also, so yeah, so all these kind of this is kind of where we started, when we thought about doing this kind of a podcast kind of a thing. So it's primarily archival in nature. And then we thought it will be interesting for people to just catch up and also to talk about what they're doing, who they are, those kind of things. So that is where I am coming from, this is Arjun, Arjun? Arjun 1:26 Yeah. Hey. So I think I joined GameDev(.in) very recently. So my role has been to basically set up these chats so far. Basically, we're trying to have these conversations with all the indie game devs in India, at least, you know, their journey, document their journey and stuff. But my role so far in the industry has been as a professional programmer. So I've been in industry for some time now. And I thought it's time you know, that. And I've been very, you know, closeted kind of individual. I don't, I'm very private kind of individual. I don't mix with people. So I thought it's time to, you know, go out and meet someone new, faces and stuff. So, and Armaan I actually met you in 2019. In IGDC. Yeah. Yeah. Yeah. I think you may remember me, and others lost souls, traveling through all the booths, you know, trying to check out stuff. Yadu Rajiv 2:20 This guy's selling steam keys. Arjun 2:24 That's what caught my eye like in the sea of commercial people. There's this one guy is selling steam keys ok, I had to check him out. So yeah, so I guess that's, that's us. Maybe Armaan, you can talk about yourself? Armaan 2:40 Yeah. So I'm a game developer working solo under the name of Frostwood Interactive, and I've released two games so far. One was Rainswept in 2019. And the other one recently is Forgotten Fields. And yeah, I was an architect before that, but wasn't really interested in architecture. I guess we can go more in details later. Arjun 3:01 Yeah, yeah. Armaan 3:02 And yeah, so just a game developer, and I'm working on the third game now. Yadu Rajiv 3:07 So our first question was, who is Armaan? I guess we kind of answered that. So how did you get into games? Armaan 3:17 Um, so I was always interested in games. But you know, back when I was exiting school, and during college, there wasn't much of a scene in India, right. So it was very difficult. So I kind of gave up on that dream. So I went instead into art and went into architecture, didn't really like architecture, started getting into films, and tried working on a TV set for a couple of months. Didn't like that. And then I returned to architecture did a job for a year and around then this indie scene started kind of picking up. So I realized that I could possibly learn unity, put something on Steam. So I did a lot of research and yeah, just made the shift. Arjun 4:07 So you're actually, you actually have an architecture background? Armaan 4:10 Yeah. Arjun 4:11 Okay, so how did you pick up programming and all that stuff that came with Unity? Armaan 4:15 So I still don't really program much. Because Unity and you can use all these visual tools. Yeah, so a lot of node based stuff. I did try you know, a little bit of programming, learning a bit of that. And you know, when you get stuck when you when you want to do something custom you need to program so it's, yeah, I mostly don't do programming but I kind of make do without it. Yadu Rajiv 4:41 So when when did you kind of formally start Frostwood and how did that kind of happen? Was it the first game or? Armaan 4:51 So around 2017 I was doing the architecture job. And yeah, around then I was also researching and trying to learn, you know, how to how to work with Unity and everything. And yeah, I knew that I wanted to make the first game Rainswept which would be a murder mystery. And as it started getting more and more serious and it started sounding, you know that this could actually work. I started finding, you know, trying to figure out a exit strategy from architecture, trying to transition. So about six months of learning unity and doing the job at the same time. And then I quit the job and launched a demo. And around that time, it kind of became formal once I left the job. And after that, there was one and a half year more of development, which I did from home. Arjun 5:46 What gave you the idea for Rainswept? Yadu Rajiv 5:50 Very film noir! Arjun 5:52 Yeah Armaan 5:53 Yeah. So I mean, those are always themes that I was in love with. So Twin Peaks is a show, which is like one of my favorite shows of all time. And if I had to creatively express myself or make something, it would be something like that. You know, small town, rain, mystery, that kind of stuff. Also another movie Memories of Murder, which is I forget his name, but the same director who made Parasite, which has really blown up recently. That is another movie, which was a big inspiration, another murder mystery. So yeah, when, you know, I decided that Okay, I'm going to make a game, it was going to be all those topics, and it just kind of came together on its own. Yadu Rajiv 6:37 You, you self published, sorry... Arjun 6:40 yeah go on go on go on Yadu Rajiv 6:41 You self published Rainswept, wasn't it? Armaan 6:43 Yeah. Yadu Rajiv 6:44 So? And are you thinking about kind of putting it out on other platforms? And how has it been getting on Steam? How was your experience with all that? Armaan 6:57 It wasn't too difficult, actually. Yeah, surprisingly, simple. But I guess if you don't keep it simple, you can probably you know, have a bigger impact also. So I kept it simple. And I just did everything on my own. And year after release, I went for EGX in London, EGX Rezzed, and then I met some publishers, so they have ported it to consoles it released last year on consoles. So yeah, a year after PC, it had some, you know, sort of, like, I could show the game to the publishers, and they were interested in Yeah, it's on PS4 switch and Xbox now. Arjun 7:36 So during this time, how did you finance yourself? Armaan 7:39 So I was living with my parents. So that is one Arjun 7:41 That helps a lot. Armaan 7:43 So that was one tension, you know, taking care of and Yadu Rajiv 7:46 Remember children, parents are good! Arjun 7:50 Yadu with his experience. Armaan 7:53 Throughout development, I was at home and most of the budget was really low. Like, I didn't have voice acting. I didn't have anything. I ran a small Indiegogo campaign. And it didn't reach the goal. But you still get to keep the money in indi- Indiegogo. So it was not even a like I think it was 90,000 or something. And yeah, marketing and testing was done from that. I was working with a freelance marketing person. So yeah, Yadu Rajiv 8:22 In India or generally? Armaan 8:25 Not India. I just found them online. So yeah Yadu Rajiv 8:29 Was the same person who's done marketing for.. Armaan 8:33 No, no, no, Yadu Rajiv 8:34 No, just curious. Arjun 8:37 But what kind of marketing did you do apart from just this guy doing the marketing for you? Armaan 8:42 Actually, the marketing, which I've worked with him was only for the campaign, Indiegogo campaign. And in the final release it almost like I told him my budget, and he was like, that's not even a fraction of.. you can't get marketing done for that. In the end, I kind of ended up doing marketing myself for the final release. He just gave me a press list for that budget. And it was an email blast, basically. And I think the biggest impact was the reputation that was built from the demo, which was released on Game Jolt and itch.io and that led to followers on Twitter and Twitter then became, it's still the main place where you know, people are discovering whatever I put up. Arjun 9:29 Okay, you didn't go to Reddit? Armaan 9:30 Yeah, Reddit as well. So Twin Peaks subreddit and everything. Yeah. Yadu Rajiv 9:36 Yeah, that kinda makes sense. What would y

    45 min
  3. In Conversation with Abhi from Visai Games

    07/04/2021

    In Conversation with Abhi from Visai Games

    Listen on Apple Podcast | Listen on Spotify | Listen on PocketCasts | Listen on Amazon Music | RSS Feed Thank you all for tuning into our first ever podcast. This is our attempt at archiving the history of game development of Indian creators, through their own stories and voice. We hope you find it interesting and engaging. If you have any thoughts and suggestions, please come by our discord and have a chat! On this episode, we talk to Abhi from Visai games, who is creating an amazing narrative cooking game where you play as an Indian immigrant mom, who immigrates to Canada with her family in the 1980s. People in the podcast Abhi - https://twitter.com/brownmoney__ Shagun Shah - https://twitter.com/ShagunShah Yadu Rajiv - https://twitter.com/yadurajiv Notes from the podcast Venba - http://venbagame.com/ Unity - https://unity.com/ Yarn Spinner - https://yarnspinner.dev/ Night in the Woods - http://www.nightinthewoods.com/ Idli - https://en.wikipedia.org/wiki/Idli Puttu - https://en.wikipedia.org/wiki/Puttu Biriyani - https://en.wikipedia.org/wiki/Biryani Cooking Mama - http://www.cookingmama.com/ Cook, Serve, Delicious - https://www.cookservedelicious.com Overcooked - http://www.ghosttowngames.com/ Porotta - https://en.wikipedia.org/wiki/Parotta Tirukkuṟaḷ - https://en.wikipedia.org/wiki/Tirukku%E1%B9%9Fa%E1%B8%B7 Lungi - https://en.wikipedia.org/wiki/Lungi Full Transcript Yadu Rajiv 0:07 Hello, and thank you for tuning in to the game dev dot in podcast. In this episode Yadu and Shagun catch up with Abhi from Visai games, to talk about his roots and the secret spice behind his up and coming narrative cooking game, Venba. My first question was basically going to ask you what your last name was, but that should be fine, because I couldn't find your name anywhere so, but it doesn't matter. Abhi 0:36 Maybe I know we just started recording, but maybe you can cut this part out. But yeah. The reason I hide it is I had people reach out to me through channels that I didn't expect them to reach out. And I'm just that just struck me a little, like, you know, I'm very private that way. So, people reaching out to me like, like, Instagram, Twitter is fine. But if they're finding my LinkedIn, I feel like you know what I mean? Yadu Rajiv 1:05 That is what I was trying to find. Abhi 1:11 I don't mind sharing it with you. But like, if it's random people that are messaging again. So that started happening. So is that okay, I need to hide my last name and stuff like that. I'm glad it works. So.. Yadu Rajiv 1:22 Yeah, yeah. So it was kind of difficult. So I mean, basically, just kind of get an idea of what what like, like, maybe we can just get into it. So how did you get into games? How did this happen? Abhi 1:38 Yeah, um, yeah. So I my parents brought home, the knock off console back home when I was in Chennai, it was called The Terminator, the black with the blue buttons, I'm sure all of you know, I played the crap out of that system. I think it was like 10 games for 999 there was like 999 games, but it was the same 10 game games over and over, so I played the crap out of that but much to my parents disapproval. And then Ever since then, like there was no stopping, like my dad he worked at a bank, But we wanted to get into [unclear], like he brought home a computer [unclear] that way. So I, I naturally installed video games like lion, King, Aladdin, and all those things that some guy gave it to me at a book fair. So I was very much interested in video games that way. What was a, I think the turning point for me was I played Pokemon. But I played it at an emulator. Not like in the physical device, I didn't even know it was meant to be played on a physical device. I played it on a computer, so but you can't catch all 151 unless you trade with other people on the physical device. So I only got like 135, and no idea how to get the rest, there was no internet. And then, and then, my parents announced to me that they're moving to Canada, and it was I think, 11 we finally finished moving when I was 12. And then I come here, and it's an Xbox 360 ps3, it's a whole new world, you know, Yadu Rajiv 3:28 Skipped a couple of generations there. Abhi 3:30 Exactly, as a way, Pokemon was meant to be played on like, not a computer. So learning all that, and I, you know, I've made a bunch of games with my friends houses and things like that. I was I always wanted to do it. This is the point that I'm trying to get across. And then around grade 12, which is when you decide like, you know what you're going into sort of thing. I chose computer science, because my reasoning is that my parents are, my family is not going to buy game design as a career path. So I thought, you know, I learned the, the approved method. And I will I will get into games as a programmer. And that way you can get my foot in, and that way like you, my parents are happy too. So that's that that was my thinking in grade 12. And it's eerily that's exactly what happened. So when I graduated, my last year at university, I competed in a video game making competition. I did really well with my team in there. So I got a job at a mobile game studio. And that's where I've been since. Yadu Rajiv 4:42 So So how did Visai happen? Abhi 4:46 So in that specific mobile game studio, I make a an artist named Sam Elkana, he's Indonesian, Him and I have like very similar tastes and opinions about games and things like that. So we always shot around game ideas and like, you know, we should make our game together. I was making this like mythological Indian game for us. I pitched that to him. And then we made a superhero game called balloon man, and like we were making it. And then I had the idea about Venba, which is like, you know, so I remember I even texted him like one day, I was like, Hey, here's a here's a scene from the game. What do you what do you think about this game? And he, he immediately liked it. And he liked something like, that gives me a lot of confidence. So we started moving forward with that. And that's how Visai happened basically. Shagun Shah 5:43 So tell us more about Venba? About the game? What inspired you? Abhi 5:49 Yeah, for sure. Um, so yeah, so as I mentioned, I texted him something, it was like a scene from one level of the game, which happens towards the end. Like, for me, something was bugging me about, you know, the dynamics between parents and their immigrated children. Not especially not, not specifically, I think it's across all cultures. And that's why I think Sam, who's, you know, not from India, was still able to relate to it, because he's also, like me, a first generation immigrant. So I felt that a lot of media that existed around immigration issues, focused on people like me, or the second generation kids, you know, oh, they have it really hard because of the cultural identity crisis and things like that. And that's true to an extent. But I felt like there's not enough focus on the parents, you know, who have a really strong identity already back home, but they choose to give that up to move here. And then, because they're bringing up their kids here, there's a disconnect. And it's just an unfortunate incident, they have different values. And a lot of times I saw that people are regretting even coming here in the first place. So that was really bugging me a lot. And I wrote that into a little conversation. And I sent that to Sam and he said, that same thing is bugging him also. And I really like that. So we decided to me, you know, and I said, like, you know, what do you think about a game that explores this with food as the as the bridge, you know, as the gameplay mechanics and he really like that, so we set the [unclear] that basically how Venba started. Shagun Shah 7:39 That's, that's an absolutely fantastic story. That's so interesting to hear, you know how, yeah, because I think there's no one's quite seen a game like Venba. And it seems very much like, almost like a cultural critique in some ways, or a bit of a cultural narrative. And so lovely to see as well. So So how long have you been working on Venba for? Abhi 8:00 So we started, so we're still only working part time on Venba, which I think a lot of people don't know; Shagun Shah 8:07 Oh no, wow ok. Abhi 8:09 So we, we are both fully employed at our respective day jobs. Like the way it works here is that you know, you apply to different publishers, we get funding, and then you can just build the whole thing right, I still have to support like, my parents and stuff like that. So for me, like quitting my job and pursuing that indie dream, it's not an option. So I've been working on when, only on the, on the weekends, and weekdays after work and things like that. And so as Sam, um, but, you know, we've been making really good progress, I feel. But we started, I think we started like, pre-production, sort of early 2020, like first quarter 2020. And we, I would say, we started like, full on production, like, end of last year or beginning of this year, started. Yadu Rajiv 9:02 How do you feel about all the feedback that you've been getting getting about? Abhi 9:06 Yeah, I, it's completely unexpected, is what I'll say. Because when I pitched this to sam, the attitude that we both had was like, let's make this and it'll be something that we made. Whether or not people play, I honestly thought, like, you know, maybe two or three people will play it. But the reception has been, like, very complete opposite to that. I had, I had no idea that would happen. So, you know, we sort of had to like, Oh, no, this is a thing now. People are expecting things to live. So we have to like, you know, we can't just do anything, you know, we have to meet people's expectations. But I think that's part of the pressure. Shagun Shah 9:51 So, we know it takes a ton just sitting here the various elements of your journey, probably because there's only

    47 min

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