Big-Boys-Gadget-Toys Studios is made up off a solo indie developer myself Colyn Bunn. I create games that are fun and exciting to play and hope other people enjoy playing them as mush as I enjoy creating them.
This means that I have to take on the roles of lead designer, coder, sound engineer, development Engineer and lots more, too many to mention. I enjoy every minute, which could be a particularly hard coding challenge or coming up with crazy sound affects. But I can honestly say I have never had so much fun.
How big-boys-gadget-toys started.
I created this company over 7 years ago with no idea where it would lead. It first started off as an import and sales business but in early 2010 decided at long last it was time to pursue my passion of game design and creation. Here’s my detailed journey in hope that it might inspire someone else to take the leap.
It was February 2010 and I had just made the big decision to try and learn a computer programming language in the idea of at some point creating a game.
Now I had never programmed anything in my life and did not know any computer languages but I always been an avid computer builder/user.
So what language to learn I asked myself, the answer was easy. The iPhone was huge so why not start there. After seeking some advice I learned that most iPhone games are coded in Objective-C so I decided to start there.
With programming iPhone games in mind I went out bought a mac and iPhone. I spent 6 months learning from any Objective-C book or resource I could get my hands on, boy it was tough having never learned a computer language before. There were occasions when I wanted to give but didn’t and kept going.6 months soon passed and I found I could write basic code in Objective-C but this was just the beginning.
Next I came across a great book called beginning iPhone 3 development and started to work on the iPhone.
I got 2 months in and could see no direct relation to game development through this book so I took a side turn and stumbled across a free game engine called cocos2d.
Well I started writing a basic game and within days had something running on my iPhone, This led me to my first app I produced called Pocket Money Saver. This helped me to learn the approval process.
The End That Never Came
I had decided early on I wanted to write a cool retro cave game, so off I went, it was a steep learning curve as I had to do sound and graphics myself as had no budget, well the day finally came to releasing it and wow I finally had a game on iTunes (Cave Shooter). Sales were slow but boy that did not stop me I was hooked.
I went off to write a better sequel, producing updates for my other games and apps along the way, and this led me up till the release of Cave Shooter 2 which was Dec 2011.
Cave Shooter 2 did really well on the app store so I got straight into my next game which I’m a short way off releasing.
I feel my games are getting better through each one I design and cant wait to the release of the next one.
Well thanks for reading but I feel its good to give people background on my company.