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The video games trade has many big-name studios with keen eyes on them, all ready to see what their subsequent huge hit could possibly be. However big studios aren’t essentially the house to what could possibly be your subsequent favorite sport.
There are literally thousands of impartial sport studios and solo builders, all exhausting at work crafting new sport experiences with usually distinctive methods of taking a look at video games. On this sequence we intention to spotlight these very video games and the builders behind them.
On this interview we spoke with husband and spouse workforce Marina Sciberras and Duncan Steele, who shaped Cowleyfornia Studios collectively. Thus far the couple has launched two video games and has one other in lively improvement referred to as Iron Roads.
We talk about the professionals and challenges of being an indie developer, and what to anticipate from the workforce’s upcoming launch.
PocketGamer.biz: Cowleyfornia Studios is a husband and spouse team-up! Are you able to inform us how/why you each determined to start out making video games? Have you ever each at all times been avid players?
Duncan Steele: We have been on the lookout for a interest challenge to do collectively, so we had to consider our pursuits and ability units and concluded that making a sport collectively can be a enjoyable factor to do. We’ve each at all times beloved taking part in video games, which was an apparent lead-in.
We additionally felt this sense of desirous to be concerned in what we take into account to be an thrilling period of an evolving artform.
Is anybody else concerned with the studio, or principally simply the 2 of you?
Marina Sciberras: For probably the most half, it’s simply the 2 of us. Whereas this has its drawbacks, we discover it retains us centered and versatile and means we’re each at all times studying – we have to determine most issues out ourselves as a result of we don’t have a bigger workforce to fall again on.
“I take nice private pleasure from trying again at a sport we made and understanding we created all elements of it from begin to finish.”
Duncan Steele
We should always point out that for our upcoming sport Iron Roads, we’ve got partnered with Hawthorn Video games to translate the sport to Chinese language and assist us navigate an unfamiliar market.
Do you each work on a little bit of every thing concerning sport design, or are there sure points that every particular person is accountable for?
Steele: Marina does all of the artwork, whereas I write all of the code. The sport design, nonetheless, is shared between us.
We consider that sport design decisions should be shared in a small workforce similar to ours. Any resolution, inventive or technical, should be thought of when it comes to its impact on the gamers’ expertise of the sport.
By retaining this on the forefront, we will minimise any disagreements that boil down to non-public preferences.
And what are a number of the highlights of being an impartial developer?
Steele: I take nice private pleasure from trying again at a sport we made and understanding we created all elements of it from begin to finish.
Sciberras: For me it’s in all probability having the ability to follow our intestine instincts, free from exterior pressures. This enables us to create video games which can be maybe much less commercially ‘secure’ however which stay true to our imaginative and prescient. We hope this results in a extra distinctive and satisfying expertise for gamers.

We additionally love the convivial environment amongst indie builders, and our expertise has been with a group that’s useful and open to sharing alternatives, recommendation, and expertise.
On the flip aspect, what are a few of your greatest challenges as an indie studio? How might indies be supported extra?
Steele: In small groups, you put on many hats, which is normally enjoyable however can result in overload at instances. If we’re engaged on new content material – say, a inventive job that wants uninterrupted focus – even a five-minute pressing admin job may cause outsized disruption. At instances like that, it might be nice if there have been extra of us.
“Having the ability to follow our intestine instincts … This enables us to create video games which can be maybe much less commercially ‘secure’ however which stay true to our imaginative and prescient.”
Marina Sciberras
Publicity is one other huge problem. There are such a lot of sensible new video games being launched on daily basis, and getting individuals to find out about your sport, not to mention play it, generally feels overwhelmingly exhausting. We clearly might by no means compete with the advertising and marketing budgets of massive studios, so we’ve got to be inventive about how we market our sport with out it utilizing all our time or costing some huge cash.
We’ve personally discovered the massive platform holders to be supportive of indies, not at all times immediately, however by giving indie video games related publicity to video games made by a lot bigger studios. For instance, Apple featured our second sport, We’ll at all times have Paris, on the entrance web page of the App Retailer, which was large for us.
You’re based mostly within the UK. What’s the indie improvement scene like there?
Sciberras: We’re very fortunate as a result of we’ve got so many occasions and alternatives occurring close to us. That being stated, we predict that bodily location shouldn’t be a barrier to creating video games – you actually don’t want an excessive amount of to start out making a sport moreover a dogged willpower to plough on to completion!
And in regards to the video games themselves, you’ve got a pair below your belt now, together with your title. We’ll at all times have Paris being a BAFTA nominee. How do you mirror on the journey you’ve had with that sport?
Sciberras: After all, we have been past honoured to be nominated. We’ll at all times have Paris, which led us to take making video games extra severely. In any case, it was a challenge we labored on throughout evenings and weekends, and seeing individuals take pleasure in our sport and acknowledge our work gave us an unlimited sense of validation.
You’re additionally growing a brand new sport, Iron Roads, which you talked about earlier. It is coming to cell. What are you able to inform us in regards to the sport and the way improvement has been going?
Steele: Iron Roads is a top-down 2D prepare administration sport with a give attention to optimising prepare networks. We’re aiming for the accessibility of Mini Metro and the depth of simulations similar to OpenTTD, whereas additionally capturing the irreverent tone of video games like Theme Hospital.
“Writing a deep administration sport whereas sustaining a clear, mobile-friendly interface has introduced many challenges.”
Duncan Steele
Improvement has been plenty of enjoyable. Our earlier video games have been narrative video games designed to be performed solely as soon as. Iron Roads is a simulation/administration sport that’s – hopefully – playable many instances, for a lot of hours.
This has allowed us to construct a group of playtesters, talk about the sport with them, after which iterate on it. Apart from any constructive impact of group suggestions on the sport itself, we’ve actually loved interacting with gamers on this approach.
Writing a deep administration sport whereas sustaining a clear, mobile-friendly interface has introduced many challenges. Video games on this style want to speak an abnormally great amount of data to a participant.
We’ve had plenty of enjoyable discovering methods to current this in an easy method, particularly with a cellphone’s restricted display screen area.
Do you’ve got a launch date in thoughts for Iron Roads on cell?
Sciberras: We’re aiming for a launch someday in June 2025.
Over the course of your time as an indie developer, is there one thing you’re most happy with attaining? Or any explicit highlights?
Steele: Iron Roads has a weekly problem and a highscore board. A current and stunning spotlight for us was the day we have been not capable of beat the excessive rating in our personal sport.

It meant that playtesters had taken the time to grasp the methods we constructed higher than we had. As a creator, you need nothing greater than for what you create to be taken severely and for somebody to get what you have been attempting to attain. What better feeling might there be?
Sciberras: Equally, it meant so much to us when individuals with private expertise of reminiscence loss or dementia acquired in contact to inform us that We’ll at all times have Paris resonated with them.
And at last is there the rest we must be looking out for from you sooner or later? And the place would you prefer to see Cowleyfornia Studios in 5 years time?
Sciberras: This near launch, it’s exhausting to see past Iron Roads, however we’d like to proceed sustaining it and begin work on one other administration sport.
As for 5 years time? Who is aware of! However hopefully, we’ll have a bigger catalogue of our video games on the market that gamers take pleasure in, giving us a sustainable basis to maintain doing what we love.
Anybody who’s can preserve tabs on what we’re as much as.