SXSW 2009: GameSalad and the promise of iPhone game development for all

I spoke with Gendai's Michael Agustin about the software, which just went into open beta, and how the development platform will develop in the future.
What exactly is GameSalad?
GameSalad is an open platform that allows non-programmers to create games for the web, social networks, Facebook, and also for iPhone. It's really built for the 99% of players that don't know how to program.
Right now, it's in open beta. We started alpha at Austin GDC. Since then we had 200 people sign up for alpha, then we opened up and had another 500 sign up and start making games. And we haven't really made a marketing push until now. We really don't know where these people come from. 22% of our traffic came from Italy. Someone translated entire tutorials into Italian. We've had people from Russia, Belgium ... there's a blogger that has a GameSalad blog and he's from the UK.
What kind of games can be produced with GameSalad?
Right now we're focused on 2D games, so people can make platformers, racers, Breakout, classic arcade games... GameSalad was used at the University of Texas for a game development class. During those four weeks, students were able to build Zelda clones, shooters. One of the first games was, ironically,Pong Basketball: you can move the paddles everywhere, and try to bounce the ball into the other player's basket. 80% of that class were non-programmers. Most of the fun games came from film majors!
What's the interface like?
It's a layered interface. Features that are easier to understand are more accessible and visible. Features for more advanced users are hidden, but not that far away.
A scripting engine mixes composition, behavior, logic, and expressions. If you're not a programmer, it's hard to tell which is which. With a layered interface, a larger range of people can use it in different ways.
When is this available?
The beta announcement was yesterday with Facebook integration. We also announced an iPhone preview app that allows you to pair your phone with the GameSalad application on your laptop or desktop, so you can click and beam your game over to your iPhone.
When will it be 'final'?
We're taking a Web 2.0 approach. We'll constantly improve it and people will always have the latest version of the tool. Things coming up in the wings are things that cater to advanced users. Being able to do sequences and intervals. Being able to do tile maps and different types of spaces. We'll look into doing 2.5D games that will allow you to import models. Encapsulating behaviors, making it so you can reuse it in other games.
A lot of people don't know how to create good artwork or don't have time to, so we'll have a marketplace with art created by vendors ... make it even more accessible so you don't have to be a programmer or a good artist to make good games.
When someone makes a game with GameSalad, does he or she own it?
They own the copyright. We'll give them the ability to generate executables. If people want an iPhone app or executable, it's similar to Photobucket or iPhoto where you have a collection of photos and you pay to print. If you want to publish it or create an executable, we'll have different services that will allow you to do that.
What's with the aprons?
We have a food theme ... what you see up front (of the Gendai Games booth) is the salad bar, and people can go there to "toss" their own game. We're the salad chefs who help people to make their own games and we've been giving t-shirts to people for trying it out.
What's your favorite game made in GameSalad?
I have two favorite games: one is a Zelda-style RPG made at the UT program called Darkwood, made by three students there in a week, and it's just a little sample of what they can do, obviously, because they just had a week.
And the other game is called D.R.F.T. it's a 2d top down Gran Turismo-like racing game. It's sort of like the original Grand Theft Auto.






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Reader Comments (Page 1 of 1)
Tim Minkov @ Mar 15th 2009 4:45AM
This seems... fairly basic. Kinda like gamemaker.
I just wish they'd release the SDK for windows.
Premature ejaculation man @ Mar 15th 2009 7:00AM
It is the most frustrating part. I wish I could develop for it myself (for myself, not really for app store).I'd make Premature Ejaculation Man: the game.
Sir Buzz Killington( The Artist formerly known as Jakka) @ Mar 15th 2009 9:48AM
Normally, I'd seem pretty straightforward, but since you are THE Premature Ejaculation Man, would ejaculating prematurely be a win or a loss?
mynk @ Mar 15th 2009 9:44PM
gamemaker and XNA are pretty good for this kind of thing in windows. i think there's an XNA based application too that can do hybrid coding/this kind of stuff, or do exclusively one of them... i dont remember what it was. but i saw it being demoed in an XNA microsoft presentation at a local convention.
mynk @ Mar 15th 2009 9:45PM
nvm. i thought u mean something to develop for windows, not this software windows compatible version. but im sure that's out there too.
Premature ejaculation man @ Mar 16th 2009 3:39AM
The iPhone SDK is only available on Mac if I remember correctly.
Though I have used XNA. This is different though ;p
MarkHawk @ Mar 15th 2009 6:38AM
I did not read the article I just saw the picture and see copyright.
1 Cylon Raider Mk-II
1 Halo Pelican Dropship
:p
The Baron @ Mar 15th 2009 7:32AM
This is going to mean two things: People with creative vision are now going to be able to commit their genius to code without having to know programming; and a tsunami of cynical morons are going to drown out the other group with a wave of shovelware.
Pantsparty @ Mar 15th 2009 10:23AM
I agree. Much like the Little Big Planet Community. Small percentage of people who can actually make something worthwhile.
silvat @ Mar 15th 2009 7:39PM
That's true, but since Apple reviews all the apps before they go to the app store, I wonder how much of the 'shovelware' would actually make it to through?
mynk @ Mar 15th 2009 9:42PM
You know what'd be really amazing, and im not sure if LBP allready does this or not, but for stuff like xbox community games, boku, halo forge maps, other xna games, or any community experience like LBP... if all the editors just chose like editors favorite and what not..
for example when you walk into a store, the shovelware is usually in a bin that nobody goes to, and the shelf space is only for good games. we need a digital form of that bin and that shelf space.
Levi @ Mar 15th 2009 10:42AM
Does this mean we finally don't have to have a Mac to make an app? I had high hopes of making a game before 2.0, and I was pretty let down that it was locked to Macs.
mike @ Mar 15th 2009 9:25PM
you can't afford a Mac Mini?
That's sad.
Levi @ Mar 15th 2009 11:37PM
I have a PC... And I'm not going to buy a fuching mac just to try to make apps Goethe incredibly crowded app store... Great logic dude, really. It would have been more sad if I bought another computer just for one little thing that mine can't do.
Wtf. That's so stupid. Yeah, I can afford a ps3, a nice laptop, a 40" 1080p lcd, etc, I can probably afford a mac mini, but I'm not so dumb that I'm gonna buy one or this. Get a life dude.
I'll just wait to see if they ever port the sdk over with a windows compiler. Until then, I'll not buy a mac mini.
Levi @ Mar 15th 2009 11:39PM
Ironically, I slaughtered that reply by using my iPhone.
ill trooper @ Mar 16th 2009 5:17AM
Levi: I'm not gonna imply you can't afford a Mac Mini, I'm sure most people here could, but I really think you should consider getting one if you want to develop programs for the iPhone. It wouldn't be 'sad' to buy another computer if that second computer is the developer's kit for you to write the software for the iPhone platform. The cost of the Mini + the free SDK is very reasonable for a would-be developer. The additional $99-per-year fee is only charged if you sell things on the AppStore, but not if what you write is given away for free.
And despite of your feelings about the 'crowded store,' the AppStore is still a very open place. Sure, you may have missed the 'gold rush' days of the first month, but it's still nearly as open to the lone hobbyist as it is to EA or Bandai. I say 'nearly' because I think the big guys could probably get a phone call returned faster than the average hobbyist.
But this griping about the 'Mac Only' thing is hinting that people aren't really that serious when they say they want to develop. It's the hottest platform for the indy developer and it's the most affordable to get involved on. A PSP dev kit is over $4000; a DS dev kit is requires some serious convincing to Nintendo (not talking about homebrew here), nothing a casual programmer is gonna get: we've all seen that guy with his RPG trying to get approval. And then getting that game you wrote to owners of a PSP or DS is nothing as direct or as profitable as the AppStore has proven itself to be.
If you can actually make up something that sells for a couple of weeks, the Mini could pay for itself fairly quickly.
The other solution would be to install OS X on your non-Apple PC: It's really only OS X that's required, if OS X thinks it's on Apple hardware, the SDK will work. Plenty of guides to do it online. Especially easy, I imagine, for a person who has their chops up enough to work with SDKs.
But then, maybe some people subconsciously find something to keep them from actually doing what they say they want to do, because, you know, writing a good game is HARD work. "THEY'RE HOLDING MY IDEAS BACK!"
Not you, of course, just some people. :)
I say go for it.
Levi @ Mar 16th 2009 8:05AM
Totally agree. I would primarily want to code for the iPhone as a hobby, which is why I wouldn't look at a mac purchase as an investment. I did think about it during the "gold rush," but honestly, I'm not into the kinds of games that would probably make money. You hit the nail on the head though, I'm not serious enough about it to warrant the purchase. It would just be fun :)
Moptimus Slime (Leader of the Taylor Swift Defense Force, Gobot in disguise) @ Mar 15th 2009 11:26AM
Please open it up to PCs as well. That will greatly increase the output of this service
Tazo @ Mar 15th 2009 11:43AM
nice one
HiiamPhil @ Mar 15th 2009 12:49PM
Oh excellent, I cant wait for the gates to open up to all the suck ass games on the app store when this comes out.
The Doctor @ Mar 15th 2009 12:55PM
Does anyone else feel that it's fairly insane that they have no plans for a windows version of the editor?
khak @ Mar 15th 2009 3:44PM
Nope.
Peels87 @ Mar 15th 2009 9:16PM
ya they talk about getting to the 99% of people that don't know how to program but what about the 99% of people that don't have macs?
mike @ Mar 15th 2009 9:26PM
iPhone runs a stripped down version of OSX. This iPhone/iPod development platform is forcing people to learn to code for OS X, and later perhaps become an OS X developer. Can't you see that? Think about the big picture. Releasing a Windows version to code for OS X, sounds clunky, and bad strategy.
mynk @ Mar 15th 2009 9:47PM
i think mike is onto something. its a conspiracy! they'll finally have coders for macs, so many that windows will lose coders. the iphone wasnt a platform, it was just a path to guide their evil plans!
Brendan H @ Mar 15th 2009 1:09PM
This is just the thing I need to make my game, "Spaceship Shooter In The Shadow of Giant Planet: Battle Xtreme," now with crappy tilt controls.
Codex @ Mar 15th 2009 4:10PM
Terrible idea tbh
now we can have 50 million games that not only look the same, but play the same, feel the same, have the same shit bugs
GG
Levi @ Mar 15th 2009 11:44PM
If it's anything like MMF, TGF, or GameMaker, most will be crappy, and you may notice trends in the games that use the built-in stuff. But hopefully, there will be room to use built-in features in tandem with real code, or workarounds, so that high quality stuff is achievable too. The rating system will help this shovelware along too I'm sure.
housetreerobot @ Mar 16th 2009 9:52AM
Klik & play is back!
Klik & play is the reason I got into the games industry :) (or at least what pushed me towards it)