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Balancing contract work while bringing Moonlighter to life

We chatted with the CEO of WildFrame and Digital Sun to discuss the business of making small indie games like Moonlighter while balancing work for other clients.

Bryant Francis, Senior Editor

May 29, 2018

1 Min Read

This week, indie shopkeeping game Moonlighter hits store shelves, inviting players on a rogue-lite adventure where they explore dungeons by night, and sell their loot to other adventurers by day. Late last week, we were lucky enough to chat with Javier Giminez, CEO of game developer Digital Sun (which produced Moonlighter) and its parent company WildFrame, over on the Gamasutra Twitch channel. 

What started out as a conversation about the development of Moonlighter turned into a compelling and fascinating chat about the realities of running an independent game development company in Spain. If you're a small developer balancing contract or commissioned work in order to fund the games you're passionate about, you should take a listen to our chat, which covers everything from the scheduling and prioritization of the company's different projects to a look at the pipeline that produced the game's striking pixel art. 

For your convenience, we've embedded our stream of Moonlighter up at the top of this story. And if you're looking for more insightful interviews with your fellow game developers, be sure to follow the Gamasutra Twitch channel.

About the Author(s)

Bryant Francis

Senior Editor, GameDeveloper.com

Bryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.

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