After meeting in 2011 at Brighton-based developer Relentless, David Miller and Jon Wingrove decided to go it alone in 2016.
The duo had been "fascinated" with making games since they were children, but after working on the likes of Dirt 2 at Codemasters and Buzz at Relentless, they found themselves working on free-to-play mobile titles.
“[That] proved to be an uninspiring experience,” Miller explains.
“On realising that what we were doing was a far cry from what we dreamed of as kids, we decided to make the jump and go indie.
“We put together a short email which outlined what Bomber Crew was, how much money we thought we needed to complete it and what we needed from a publisher; we also attached a 30-second pitch video made from work-in-progress footage. We sent this email out to every publisher we could find. We were surprised to receive positive responses from the majority of them immediately. I think the fact that our opening email was candid and succinct made for an easier decision for the publishers.
“Discussions with Curve have been genuine and straightforward from the start, so it was an easy decision to partner with them. We signed and setup Runner Duck at the start of 2017.”
There are obviously both pros and cons to going it alone; Miller says that there’s much more to do, especially with launch quickly approaching, but that totally owning a project is satisfying.
“The downside is that there’s far less social interaction, especially when a release date is looming,” he says.
“But the benefits of just being the two of us are great; there’s no management nonsense or stand-up meetings getting in the way - we can just focus on making the game as good as possible.
"Owning the project is fantastic - it makes talking to
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