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Aussie Game Devs in the Indie Space

Video games have found themselves becoming quite the popular form of media entertainment in the decades since their initial inception. From the arcade machines eating up dollar coins in the early 80s all the way to the early 2020s, where massive online marketplaces, powerful home consoles and all manner of exciting technology is at the fingertips of gaming enthusiasts across the world.
But where does Australia fit into all of this?
Australia’s presence has certainly been felt in the gaming world. As a growing industry on a global scale, the video game industry in Australia managed to generate $226.5 million in 2021, a sizable 22% increase of revenue from 2020. (Curry, 2022) And while numerous major triple-A companies operate within and develop games in Australia, such as Ubisoft, EA and Activision Blizzard, the major impact the country has had on the gaming industry is in the indie game department.
Indie game studios make up the majority of game development within Australia, with around 400 companies and studios operating within the country. (LEVEL UP: A Guide to the Australian Games Industry 2022) Studios such as these have created numerous games that have gone on to achieve huge international success, such as Untitled Goose Game by Melbourne studio House House in 2020, The Forgotten City by Melbourne studio Modern Storyteller in 2021 and, one of the biggest of all, Hollow Knight by Adelaide studio Team Cherry in 2017.

The Forgotten City, Modern Storyteller, 2021: https://forgottencitygame.com/ 
Moving Out, SMG Studio, 2020: https://www.smgstudio.com/movingout/ 
The Artful Escape, Beethoven & Dinosaur, 2022: https://theartfulescape.com/ 
Untitled Goose Game, House House, 2020: https://goose.game/ 
Hollow Knight, Team Cherry, 2017: https://www.hollowknight.com/ With the advantage of governmental support to the industry in the form of tax offsets from the Digital Games Tax Offset (DGTO) and funding and supportive bodies from the likes of VicScreens, providing financial support and promotional assistance to up-and-coming developers, indie games development as a thriving and active industry within Australia. And with major events promoting them like PAX Australia, an annual convention celebrating gaming and gaming culture with its own Indie Showcase occurring just earlier this month, the industry is certainly a very prominent aspect of the Australian game enthusiast’s world.
But what does the industry actually look like to those inside of it?
The experience is often quite hectic and stressful at times for developers and studios. With video game development being large, complicated projects requiring the collaborative work of artists, programmers, designers, composers, sound designers, writers, producers and publishers, there is a lot of intense work being undertaken. Especially for start-ups and smaller studios, plenty of team members often doubling, tripling and quadrupling-up on roles and responsibilities.
“Compared to other industries, maybe it’s close-ish to film.” Nicholas McDonnel, the managing director of Melbourne-based studio Samurai Punk, described the industry. “It requires cross-discipline, dialogue and communication and people coming to compromise… they have to communicate and learn to communicate in those environments and put in processes to do that. And then after that, it’s wholly very creative.”
Haydon Bakker, a Melbourne based indie game developer, comments on his experiences as well.
In addition to the amount of work any studio puts into making these games, there’s the inherent risk as well that for small teams and small publishers, even with support from VicScreens and other marketing avenues, that the games could still fail to turn a profit or find success.
“The indie game market is booming, but because of that there are hundreds of thousands of developers making their games and releasing games on a day to day basis, getting discovered in that kind of marketplace is very difficult without a solid marketing strategy.” Haydon commented, the unfortunate downside to the industry being so large and thriving. “If people can’t find it, they’re not going to buy it.”
In spite of the trials and tribulations that come with working within the indie game industry, developers and studios continue working hard and pushing themselves to create new and interesting content. Ideas and concepts that are fresh and unique, as Nicholas explains below.
Creativity and a yearning for the unique is what drives the inception of these independent projects and ideas. And it’s in exploring those new concepts, pushing the boundaries and exploring new avenues for gameplay and storytelling that resonates with developers and studios. As well as with their audiences.
“Indie games don’t have to be safe. Indie games can be anything.” Haydon commented, professing his own passion and enthusiasm for indie games. “Because they have a smaller team, because they have less overheads, there’s more creative freedom. From a developer perspective, indie games are like a little gift. Because you can make whatever you want and if someone else doesn’t like it, that’s okay, because you still might find an audience.”
With the industry continuing to swell and grow within Australia, more studios and companies opening up and working hard to make the next Untitled Goose Game or Hollow Knight that reaches international renown and success, Australia’s indie game development is only going to develop even more in the coming years. And with people coming from overseas to tap into the thriving marketplace and new developers joining the scene from universities and courses all the time, getting a foot in the door will be so important.
“It’s still a job. It’s still hard work. You still need to be focused.” Nicholas advised any newcomers to the industry. “You need to practice a lot. You need to train a lot. You need to do the research just like any academic or professional field. You need to learn and develop constantly to stay up to date and to stay competitive.”
But passion and a love for the craft and gaming as a whole will continue to be a proud and outspoken part of the industry as well.
“If you can put in the time and put in the love that you have for that, I think that game development is something that can really change lives.” Haydon remarked on his passion for gaming, both as a player and as a developer. “I grew up with the game developers of 20 years ago, and I’m just hoping that in another five to ten years time people can say, “Yeah, I played that game. That really meant something to me.”
The world will just have to wait and see what the next great Australian indie masterpiece will be. Because the wait certainly won’t be for too long.
by David Munro
(For the full interview with Haydon Bakker, technical designer for Melbourne-based indie studio Ghost Moth, detailing his experience in the industry, click here: https://youtu.be/dawUrkHQBdY)
(For the full interview with Nicholas McDonnel, managing director for Melbourne-based indie studio Samurai Punk, detaling his experience in the industry, click here: https://youtu.be/mOOB1iUyesw)
References
Curry, R 2022, The booming Australian digital games industry, Australian Government Department of Foreign Affairs and Trade, viewed 19 October 2022, <https://www.dfat.gov.au/about-us/publications/trade-investment/business-envoy/business-envoy-february-2022/booming-australian-digital-games-industry#:~:text=Australia%20is%20home%20to%20a,and%20state%2Dbased%20tax%20incentives>
LEVEL UP: A Guide to the Australian Games Industry 2022, Global Australia, 11 August 2022
VicScreens, Funding & Support: Digital Games, VicScreens, viewed 21 October 2022, <https://vicscreen.vic.gov.au/funding/games/>
Screen Australia, Games: Expansion Pack, Screen Australia, viewed 22 October 2022, <https://www.screenaustralia.gov.au/funding-and-support/online/games>
Golding, D., 2020. Critical hits: Australian independent videogames today. Metro Magazine: Media & Education Magazine, pp.60-67.
Curry, R c. 2021, How Australia is creating a sustainable video game development ecosystem, Games Industy.biz, viewed 22 October 2022
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Week 5 Article Analysis
Article in Question: https://www.imperial.ac.uk/stories/covid-19-first-six-months/
The article in question ‘COVID-19: six months on the frontline by Debroah Evanson and Joanna Wilson for the Imperial College London tells the story of the organisation through the first six months of the Covid 19 pandemic at the start of 2020. It is a scrolling single page article, the entire story told on a single page that is scrolled through at the pace of the viewer, visually depicting a timeline with a line drawn from the centre of the page and running all the way from the top to the bottom, notable dates creating branches off of the timeline which are then discussed about as the article progresses.
Images are a heavy focus within the article, either serving as the visual backdrop behind the white text of the article, or as a side-by-side portait image to work alongside the words of the article. Solid background images behind heading text used to break up each section of the story, while side-by-side portaits are made use of during the proper content of the piece. Within the content sections of the article, the images change in time with the reader’s scrolling, changing to reflect the subject matter of that section of the article. These are effective as they provide visuals to the topics being discussed, ranging from images of researchers in labs when discussing searches for treatment for the virus, or images of political figures when discussing insitution of lockdowns and public addresses concerning the pandemic. All images used are clear and vibrant, acting in opposition to the plain white text on black background for additional visual flare and intrigue.
The images overall work to grant visual intrigue to the article, alongside providing visualisations and examples of the subject matter being discussed. Images as well provide a heightened sense of realism and impact to the story being told, charting the development of the story through the visuals as well as through the text. Some moving images throughout, whether video clips or looping GIFs, might have aspects of the article more potent, but the impact is still very strong.
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Week 4 Activity
Analysis
Article in question: https://www.nytimes.com/projects/2012/snow-fall/index.html#/?part=tunnel-creek

The story ‘Snowfall: The Avalanche at Tunnel Creek’ by John Branch is an interactive article telling the events of a snowstorm and avalanche that occurred in Washington USA in 2012. The article is comprised of a collection of scrolling single page sections on the New York Times website, six of them in total alongside additional tabs for maps of the location affected and another to detail those involved with the incident. Each chapter, or part, of the article focuses on a different part of the events that occurred, telling each part of the narrative piece-by-piece with different perspectives and information dotted within. Progressing onto each part as if you were moving from one chapter of a novel to the next.

The narrative is told as a blend between emotive description and re-enactment of events, to place the reader within the headspace and scenario of those who were directly affected by the avalanche as if it was being told as a novel rather than a news article. Following different ‘characters’ within the events to capture real, authentic experiences of the incident, engaging a reader as if this were a novel or fictitious story. Intercut in-between the stories of each person come logistical facts and direct information to provide the scope and realistic elements to remind the reader that this is indeed a retelling of a real event, as well as to shape the real scope and impact of all that occurred.

Throughout it as well, multimedia elements such as the looping video image as the banner of each part works to engage the viewer as if they were indeed reading a novel, while at the same time, real maps, simulations, images and sound clips of the avalanche, the area, the people involved and weather maps work to highlight the reality and the impact of the narrative being told.

All of this blends together to create an immersive and riveting retelling of the event, engaging a viewer as if it were a detailed and compelling fictional narrative while reinforcing the reality and the devastation of the real event.

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Immersive Media Experience: Week 3 Case Study
Article in question: https://www.abc.net.au/news/2020-02-19/australia-bushfires-how-heat-and-drought-created-a-tinderbox/11976134
Interaction Design
The project is presented as a single scrolling news article as opposed to a
multiple page article, with images making the background of the article that move in time with the viewer’s scrolling to provide a visualisation of the bushfire as it occured. Text in the story broken into smaller paragraphs and quotes with large amounts of seperation for the visuals behind to be made visible, alongside the changes the visuals undergo as the article progresses.
The text in the project is block white text on seperate black boxes serving as a backdrop, with breaks and seperations to reveal the background graphics althroughout, information and quotes provided pointedly and in short bursts to enhance the brevity and intensity of events within the article, as well as longer blocks of text for longer quotes and analysis of the event beyond the dramatic punches.
The majority of background images are satellite imagery of the areas affected by the bushfires, allowing the viewer’s scrolling through the article to visually demonstrate the scale and the spread of the fire’s impact across large areas of the country. Images that also move and change as the reader scrolls through the material.Beyond just the initial spread of the bushfires, also using imagery from years prior of the areas to visualise the real damage that the fires have caused. Sprinkled throughout as well are images of fire crews, people, houses and towns involved in the blaze as well, presenting human and relatable imagery in top of the information to show the real personal impact upon those affected in the fires, in time with quotes and accounts of the events that transpired. Visuals of burned landscapes, signs and trees, satellite weather imagery of the clouds of smoke caused by the fire running across Australia and finishing with imagery of the floods that followed in the wake of the bushfires, all revealed gradually as the article is read through.
Storytelling
The story is told as an emotive yet informative piece. Making use of long descriptive words and recounts of the events that occured woven together like a narrative story, with heavy adjective use and powerful references to imagery. Weaving in together facts and figures surrounding the causes and effects of the bushfire, personal accounts and interviews of people involved in the fires, alongside an overall sombre and reflective tone. Heavy uses of descriptive words to paint the image of the events in the readers heads, as well as providing all the relevant information of the artive. The progression of the narrative following from an emotive introduction to the topic at hand, then following chronologically along with the events leading up to the bushfires then detailing the impact it had immediately and into the future.
The article conveys this narrative through text, but also makes use of scrolling imagery along the webpage, some moving in time with the reader’s scrolling, to provide additional information and context that reinforces the narrative being told.
Interviews within this story are placed mostly within sections of the article without the use of scrolling images, parts with the white text simply on a black background. Done so for the interviews to be highlighted and focused on for its information and content without the imagery to serve as a kind of distraction for the discussion at hand. Interview quotes from experts incorporated as a way of being able to provide context and information to the tragedy, beyond the imagery and spectacle of the events.
Reading through this article, I really grasped a stronger idea of just the kind of devastation and effect the bushfires in 2019. As well as that, the how and why of these events occuring as well as the stories of those people affected by it, and the continued story of those areas and its people.
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Immersive Media Experience: Week 3 Case Study
Article in question: https://www.abc.net.au/news/2020-02-19/australia-bushfires-how-heat-and-drought-created-a-tinderbox/11976134
Interaction Design
The project is presented as a single scrolling news article as opposed to a
multiple page article, with images making the background of the article that move in time with the viewer’s scrolling to provide a visualisation of the bushfire as it occured. Text in the story broken into smaller paragraphs and quotes with large amounts of seperation for the visuals behind to be made visible, alongside the changes the visuals undergo as the article progresses.
The text in the project is block white text on seperate black boxes serving as a backdrop, with breaks and seperations to reveal the background graphics althroughout, information and quotes provided pointedly and in short bursts to enhance the brevity and intensity of events within the article, as well as longer blocks of text for longer quotes and analysis of the event beyond the dramatic punches.
The majority of background images are satellite imagery of the areas affected by the bushfires, allowing the viewer’s scrolling through the article to visually demonstrate the scale and the spread of the fire’s impact across large areas of the country. Images that also move and change as the reader scrolls through the material.Beyond just the initial spread of the bushfires, also using imagery from years prior of the areas to visualise the real damage that the fires have caused. Sprinkled throughout as well are images of fire crews, people, houses and towns involved in the blaze as well, presenting human and relatable imagery in top of the information to show the real personal impact upon those affected in the fires, in time with quotes and accounts of the events that transpired. Visuals of burned landscapes, signs and trees, satellite weather imagery of the clouds of smoke caused by the fire running across Australia and finishing with imagery of the floods that followed in the wake of the bushfires, all revealed gradually as the article is read through.
Storytelling
The story is told as an emotive yet informative piece. Making use of long descriptive words and recounts of the events that occured woven together like a narrative story, with heavy adjective use and powerful references to imagery. Weaving in together facts and figures surrounding the causes and effects of the bushfire, personal accounts and interviews of people involved in the fires, alongside an overall sombre and reflective tone. Heavy uses of descriptive words to paint the image of the events in the readers heads, as well as providing all the relevant information of the artive. The progression of the narrative following from an emotive introduction to the topic at hand, then following chronologically along with the events leading up to the bushfires then detailing the impact it had immediately and into the future.
The article conveys this narrative through text, but also makes use of scrolling imagery along the webpage, some moving in time with the reader’s scrolling, to provide additional information and context that reinforces the narrative being told.
Interviews within this story are placed mostly within sections of the article without the use of scrolling images, parts with the white text simply on a black background. Done so for the interviews to be highlighted and focused on for its information and content without the imagery to serve as a kind of distraction for the discussion at hand. Interview quotes from experts incorporated as a way of being able to provide context and information to the tragedy, beyond the imagery and spectacle of the events.
Reading through this article, I really grasped a stronger idea of just the kind of devastation and effect the bushfires in 2019. As well as that, the how and why of these events occuring as well as the stories of those people affected by it, and the continued story of those areas and its people.
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