Developer Spotlight: Stephen DiDuro, GalaxyTrail Games

article image

Currently working away on a Wii U port for combat-based platformer Freedom Planet, the multinational development studio GalaxyTrail has accrued thirteen members around the world but began as a solo project for Stephen DiDuro in 2011.

Stephen - or Strife - is an game developer and producer with more than 12 years of hobbyist experience under his belt. A director, developer, and an artist, Stephen ties everybody else together.

We caught up with Stephen as Freedom Planet wriggles closer to completion, to get a closer look at his work.


What does your work with GalaxyTrail entail?

As the founder and main developer, I put all of the pieces together that the rest of the team contributes to our projects. I also handle most of our business operations.

What was it that drove you to game development?

I feel like in many ways, game development is a culmination of the arts. Growing up I had a minor interest in a lot of different things like programming, art, writing, music composition, etc, and, since a video game requires all of these skills, it felt like the perfect career choice.

What hardware/software do you usually use?

I work on Windows PCs since I have the most experience with their operating system. I've been using Clickteam software for game development for many, many years, although I'd like to learn how to use Unity in the future.

What misconceptions do people have about your job?

A lot of people think that game developers sit on the computer all day playing games, and that it's not really a true job that requires strenuous work. Nothing could be further from the truth, of course, and indeed, assembling a game from scratch is quite different from playing one.

I can also say from personal experience that it can be an extremely time-consuming job to have.

What do you love most about your work?

Watching all of the pieces come together in your game is a really satisfying experience. Whenever I create a new level or a new mode of play, I become captivated with it to the point where I don't mind play-testing it again and again - and if I don't feel like repeatedly playing it, then I know that there's room for improvement.

Do you have any advice for budding game developers?

Start small and work your way up. It's easy to get carried away with big ideas for expansive RPGs and the like, but I would strongly recommend starting with small arcade-like titles first to learn what works and what doesn't. The sooner you can get a game out there and receive feedback on it from real players, the more knowledge you'll have for your next project.

For that reason, I also feel like it's a good idea to start with a freeware or free-to-play title so that it's easier to gain players.


If you enjoyed this interview, why not check out the previous entires in our Developer Spotlight series?

back to top
x