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GamingIamA Videogame developer in Mexico AMA!

Apr 7th 2017 by tonyel4 • 13 Questions • 43 Points

My short bio: Hi Guys! I am a video game developer from Mexico member of a small studio called Bromio. We started the studio in 2013 in Puebla and since then it has been a difficult road to our dreams to make games for a living.

Since we started we had to take a lot of software related jobs to be able to pay the bills, from app development, mobile games to interactive displays for museums. On the way we have been able to make some mobile games of our own and those games are the projects we love the most.

Now we are developing our first game for PS Vita and PC/Mac! The game its called Pato Box, it’s a Punch Out!! inspired game with a black and white art style that resembles comic books and graphic novels with a mix of 2D and 3D art since we are adding an exploration element to the formula. The game is currently on its last hours of it’s Kickstarter and we have reached the 86% of our goal.

Ask me anything about how is the development of games in Mexico, about the Pato Box and anything you want!

My Proof: https://twitter.com/tonyel3/status/850393325526020098

More Proof: https://twitter.com/patoboxgame/status/850394915402121218

Even more Proof: https://mobile.twitter.com/BromioDev/status/850743488547241984

Q:

How do you think this videogame is different from the others? What new things will players find in it? Why is a man with a duck's face so awesome?

A:

We are evolving the Punch Out formula by adding more mechanics to the game that will make the fights more interesting! For example we have a fight with a chef where you will have to learn how to cook while fighting him. We also feel the artstyle is really unique and different since everything is in black and white and with the mix of 2D and 3D styles. And a we don't really know why it is so awesome we just know it is!!


Q:

Which other characters are planned for the videogame? Is it a game where you fight against the entire world or someone will aid you on the adventure?

A:

We have planned a variety of characters that are members of a corporation inside the game called Deathflock, they each have their unique professions like a vermin exterminator and a mad scientist. You will have the help of one character but overall you will take them all on your own.


Q:

Thank you for your IamA post. Good for you in starting your own studio. Good for you for doing something positive and constructive in Mexico.

What are the challenges you are currently facing in developing for both PC, MAC, and the Vita?

A:

One of our biggest challenges is to be able to deliver something that looks really good on PC and Vita since the handheld has way more limitation than a PC but we feel that our work in mobile development is really helping!

Another big challenge is the scope of the game, this is our first game with a big story, a lot characters and overall a lot of content. It's a lot of work but we sure love it!


Q:

Thank you. I am intimately familiar with the amount of work publishing video games takes. I am on my 4th title now. Are you using a common code base or did you split it by platform?

A:

We are using Unity for the game, that really makes the port a lot easier but we still need to take into account the differences between resolution and memory.


Q:

Thank you for doing Ama! To anyone interested, here is their Kickstarter Campaign for Patobox on Pc and Psvita.

  1. Why did you choose PS Vita over mobile devices?

  2. I can see you have already obtained a DEV kit for PS Vita and even showed the game running on it. Is Patobox the only reason for it or are you willing to develop other Psvita games in the future?

  3. If the campaign is unsuccessful(hope you make it guys, tho) will you try other means to release Pato on the Vita?

  4. Once the game is successful, will you try releasing the physical copy of the game via Limitedrungames or Signatureedition?

A:

Thanks for linking our Kickstarter!

1.- Since the beggining we felt that Pato Box was going to be a way more "hardcore" game since we are taking Punch Out! as an inspiration and we wanted to deliver a hard game with an interesting story. From our experience mobile gamers are not really looking for that, thats why we turned our heads to the Vita.

2.- We would love to develop more games for the Vita!

3.- If the campaings is unsuccessful we are going to keep developing the game but we are going to have to keep getting funds from other projects and that would mean way slower development time.

4.- It's something a lot of people have been asking for! We are looking into it and it's something we really want to do.


Q:

Do you have maybe a general idea of how big the file size for the Vita version of the game will be?

A:

At this stage of development it's kinda hard to tell but we will try to aim for 500MB or less.


Q:

What is the distribution process like for indy games? Do you find it difficult to get your game out there and do you think it's more difficult because of your location?

A:

Since the game is a digital release the distribution side it's kinda the same for everyone since we do the same process of getting into greenlight, kickstarter, itch.io and similar platforms.

The hardest part is to reach the people that could be interested in the game since in Mexico there are not a lot of video game events or a lot of press about indie games. We had the opportunity to assist PAX East this year and that really helped us to let the game be known and start reaching a bigger audience.


Q:

What is your most favorite video game ever?

A:

That is always a hard question but I will have to say Chrono Trigger!


Q:

Thanks for supporting Vita. How is the Sony support in Mexico for developers, has it been easy to get hold of them and get the dev kits?

A:

It has been really great! We met a Sony representative in a game development event and he has been really helpful. Since we had some expierence developing games before we didn't have any issues getting the Vita dev kit.


Q:

As someone who wants to start making games, what advice would you give?

A:

The best advice I can think of is to just make games, any game but finish them! Each project makes you grow as a developer and you always learn new stuff.


Q:

Cool! As an American with Mexican blood I'm really glad to be seeing my Mexican game developers.

For my question, what part of Mexico are you guys headquartered in?

A:

We are located in Puebla. It's like a two hour drive from Mexico city


Q:

Do you code in English or Spanish?

A:

We try to do it in English but sometimes it just becomes a mix of the two


Q:

Are there a lot of foreigners living and working in Mexico in the development/programming industry?

A:

I can't talk for the rest of Mexico but at least from where we are from (Puebla) there are some foreigners but I wouldn't say there are a lot, and most of them work for big companies