Interview with Prateek Jadhwani – Indie Game Developer – Destroyer Doggo

Interview with Prateek Jadhwani – Indie Game Developer – Destroyer Doggo

Today, we’re talking with Prateek Jadhwani, an indie game developer who has worked on games like Brocula and the upcoming Bao Bao’s Cozy Laundromat. We’ll take a closer look at his journey into game development and learn how he got started in the world of indie games.

What sparked your interest in games, and when did you decide to pursue game development as a career?

 

My passion for video games began in the 1990s with my first Nintendo console. I spent countless hours immersed in classics like Mario, Tank, and Land Runner on a small black-and-white CRT TV. The moment that marked a turning point in my life came in 2013 when I purchased my first console, an Xbox One with Kinect, using my own money—specifically for Titanfall. It was a personal milestone and a testament to my love for gaming.

 

My journey into game development began after experiencing Hyper Light Drifter. I was captivated by how a game created in pixel art could be so breathtakingly beautiful. That curiosity and admiration sparked a desire to create something equally compelling, and from that moment, I set out to pursue game development—a journey I’m proud to continue today.

As someone who started in web development, what made you decide to take the leap into game development? Was there a specific moment that inspired this shift?

 

My passion for pixel art is undoubtedly the main reason I ventured into game development. While web development has its own charm—whether it’s experimenting with CSS3 or optimizing JavaScript for performance—game development brings an entirely unique sense of excitement and creativity.

 

As a self-proclaimed hardcore tech nerd, I love dissecting technologies and exploring every API they offer. However, once I’ve mastered a technology, it tends to lose its spark. Learning pixel art and Unity at the right time reignited that spark and gave me a profound sense of fulfillment, pushing me to take game development more seriously.

 

I still remember creating a quirky little game on my iPhone where the player had to guide a baby from its room to a restroom before the timer ran out—or else the baby would start pooping! My colleagues absolutely loved it, and that experience solidified my decision to pursue game development as a career.

Your background includes roles in web development and software engineering. How did these experiences shape the skills you bring to game development today?

 

I’ve worked as a web developer, specifically as a frontend engineer, for over a decade. During this time, I’ve honed skills in creating accessible websites, managing projects, breaking down large sites into smaller, manageable modules, and much more. Interestingly, game development follows a similar approach. While the technologies may differ, the overarching principles of project management and modularity remain the same.

 

These experiences proved invaluable when working on Brocula, allowing me to tackle the challenges of a large-scale project without giving up. My background in frontend engineering gave me the foundation and discipline needed to see the project through to completion.

“Brocula” sounds like an intriguing game! Could you walk us through its storyline and development journey?

 

Brocula is a cozy farming sim about a poor vampire trying to make a living in modern times. The game’s journey began in 2019 with a simple pixel art sprite of a vampire, inspired by Castlevania on Netflix. At the time, I was new to Hyderabad, and over the months, the concept evolved into a story of someone new in town, working to make ends meet.

During the pandemic, I began experimenting with farming mechanics, which shaped the core gameplay. That’s when NPCs were introduced, and the game grew into a full-fledged farming sim.

 

Development spanned over 4.5 years, but for much of that time, I was working full-time at my previous job. I could only dedicate 30 minutes to an hour each day, with more work done on weekends. The pace changed significantly in 2023 when I left my job. This gave me the freedom to rework many aspects of the game, rewrite long-pending code, and even complete the porting for Xbox.

 

Brocula is the result of years of passion, persistence, and creative growth, and I couldn’t be prouder of how it turned out.

Winning the Xbox DAP Grant is a significant achievement. How did it impact your project, and what advice would you give indie developers aiming for similar grants?

 

Thank you so much! Receiving the Xbox Developer Acceleration Program (DAP) grant has been a significant milestone for both me and my studio, Destroyer Doggo. This grant gave me the confidence and financial platform to leave my day job and focus on making video games full-time.

 

A lot of the credit goes to Arjun Varma from the Global Expansion Team at Xbox. Without his guidance and support, Destroyer Doggo might not have existed, and I’d likely still be at my day job. The grant enabled me to accelerate the development of Brocula, complete localization, and successfully port the game to Xbox.

 

For indie developers aspiring to secure similar grants, my advice is simple: always have a pitch deck ready and ensure your demo is both playable and easily accessible. These two elements are crucial in seizing opportunities when they arise.

How did you prepare your game or pitch to stand out in the grant application process?

 

Arjun from the Global Expansion Team at Xbox was incredibly helpful during the application process, particularly in guiding me on what makes a strong pitch deck. He provided valuable pointers on what Xbox looks for, which gave me a solid starting point.

 

My previous job taught me the value of resourcefulness, so I turned to Google and explored pitch decks available online for inspiration. These references helped me understand the structure and content needed for a compelling presentation.

 

One key takeaway was the importance of including visuals—screenshots or GIFs of the game—in the deck. These visuals are crucial for showcasing what the game looks like and illustrating the mechanics being discussed on each slide. I adopted this approach, ensuring the pitch deck effectively communicated my game’s vision and potential.

The animation in Brocula is impressive! Could you tell us about the team involved in creating these visuals?

 

The cinematic trailer for the game was created by a single, incredibly talented individual—Ewwasaki. Interestingly, she never shared her real name with me, but her work spoke volumes about her skill.

 

When working with her on the trailer, I provided the storyline in the form of simple statements and gave her complete creative freedom. She would send drafts of various scenes every week, and each iteration was more impressive than the last.

 

When I finally saw the completed trailer, complete with music and sound effects, it felt like something crafted by a professional animation studio. Her dedication and artistry truly brought the game’s vision to life.

How did you decide on the animation style for Brocula, and what inspired the final look?

 

The animation style for Brocula was heavily influenced by Ewwasaki’s portfolio and the content on her YouTube channel. Her unique approach and artistic flair immediately caught my attention and aligned perfectly with the vibe I envisioned for the game. That was one of the main reasons I reached out to collaborate with her.

 

What truly stood out, though, was how she elevated the initial concept. While her existing work set high expectations, the animation she delivered for Brocula exceeded them in every way. She brought the characters and story to life with a style that felt professional, yet deeply personal—exactly what I wanted but couldn’t have articulated as clearly without her creative input.

 

The final look was a perfect blend of her creative freedom and the direction we discussed, and I couldn’t be happier with how it turned out.

Do you have any advice for indie developers working with animation teams for the first time?

 

Having a clear understanding of the type of animation you need is crucial when working with an animation team for the first time. A detailed brief outlining your requirements can save a lot of back-and-forth. Providing references—whether they’re videos, images, or even rough sketches—can give the team a better idea of the style, tone, and feel you’re aiming for.

 

It’s equally important to establish open communication from the start. Schedule regular check-ins or updates to review progress and provide feedback. This ensures that everyone stays aligned and allows you to address any issues early in the process.

 

If possible, give the animators creative freedom within the boundaries of your requirements. Trusting their expertise can lead to ideas and solutions that you might not have thought of.

 

Finally, be patient and respect their workflow. Animation is a time-intensive process, and rushing it can affect the quality. Treat it as a collaborative effort, and the results will likely exceed your expectations.

As someone with experience in freelance work, do you think freelancing is a good path for indie game developers to gain experience?

 

I personally don’t think freelancing is the best starting point for indie game developers. I believe working in a company setting first is invaluable. It provides exposure to essential tools, workflows, and processes that are critical for developing a game. More importantly, it teaches you how to break down complex tasks into manageable, logical modules—a skill that’s difficult to develop through freelance gigs alone.

 

A company environment also offers the opportunity to collaborate with teams, learn from experienced professionals, and understand the structured approach required to complete large projects. This foundation becomes a significant advantage when transitioning to freelance work later.

 

That said, industry experience can make a world of difference in freelancing. It not only helps you perform better but also equips you with the professionalism and reliability needed to build lasting relationships with clients and retain them for future projects.

You’ve contributed to the GitHub Arctic Code Vault and authored Getting Started with Web Components. How have these experiences shaped your skills or influenced your approach to creating games?

 

Contributing to the GitHub Arctic Code Vault and authoring Getting Started with Web Components were pivotal experiences that significantly shaped my approach to creativity and problem-solving in game development.

 

The Arctic Code Vault contribution taught me the importance of creating work that stands the test of time—whether it’s code or art. It reinforced the value of writing clean, maintainable code and building systems that others can rely on, which is essential in game development as well.

 

Writing Getting Started with Web Components helped me understand how to break down complex concepts into simpler, more digestible parts—a skill that translates directly to designing games. Whether it’s explaining mechanics to a player or organizing development tasks, clear communication and structure are critical.

 

Both experiences instilled a strong foundation in modular design and scalability, which I’ve applied to every project, from building reusable components in web development to creating flexible gameplay systems in games. They also reminded me of the importance of staying curious and continually learning, which keeps my creative process fresh and innovative.

After spending several years as an Associate Tech Lead at TA Digital, what inspired you to step away from that role and start your own indie game studio, Destroyer Doggo?

 

Two pivotal events in July 2023 inspired my decision to step away from my role at TA Digital and start my indie game studio, Destroyer Doggo.

 

The first was a significant leadership change at TA Digital. The CEO and CTO, whom I greatly admired, left the company following its acquisition by Cadera. This shift brought about changes in the work culture, and unfortunately, I found myself in a challenging environment with a project manager whose micromanagement and unprofessional behavior made the workplace increasingly toxic for me.

 

The second was receiving the DAP grant from Xbox, a milestone that provided both the financial support and confidence to pursue my passion for game development full-time. These two events helped me realize I didn’t have to compromise my mental health and could dedicate my energy to building something I truly love.

 

And so, Destroyer Doggo was born—a venture where I could channel my creativity and passion into making games that resonate with players.

Do you have any upcoming projects or game ideas you’re excited to explore?

 

Destroyer Doggo is currently working on two exciting projects. The first is Bao Bao’s Cozy Laundromat, an idle laundromat management game where adorable pandas run the show. You can decorate the laundromat, manage operations, and enjoy a cozy vibe. The game is available for wishlisting on Steam, and we’re thrilled about its progress.

 

The second project is still under wraps, but I can share that it will feature the same washed-out pastel color palette and be crafted in pixel art. While I can’t reveal more details at this stage, I’m excited about how it’s shaping up and can’t wait to share more in the future.

How can an indie game developer maintain financial stability while independently developing their own game, and how did you personally manage it during your journey?

 

Maintaining financial stability as an indie game developer is one of the biggest challenges, but it’s not impossible with proper planning and realistic expectations. One key approach is balancing a day job or freelance work alongside game development, especially in the early stages. This ensures a steady income while allowing you to fund your passion project.

Personally, I managed this by working full-time as a frontend engineer while developing Brocula. I allocated a specific amount of time each day—sometimes as little as 30 minutes—to work on the game, with weekends reserved for more intensive development. This routine helped me make consistent progress without compromising financial stability.

 

Another factor was securing the Xbox DAP grant, which was a game-changer. It not only provided the funding needed to accelerate development but also gave me the confidence to leave my job and focus on game development full-time.

 

For other indie developers, my advice would be to budget carefully, explore funding opportunities like grants or crowdfunding, and build a network of supportive peers who can share insights and resources. Financial stability is about finding the right balance between pursuing your creative dreams and ensuring your basic needs are met.

Finally, what’s one piece of advice you wish you had received when you first started in the gaming industry?

 

One piece of advice I wish I had received when I first started is to focus on finishing projects, no matter how small they are. It’s easy to get caught up in the excitement of starting something new or trying to perfect every detail, but the real learning happens when you complete a game and reflect on what worked and what didn’t. Even a small, simple project teaches you so much about the development process, time management, and problem-solving.

 

Starting is important, but finishing is what sets you apart.

Thank you, Prateek, for sharing your time and insights with us! If you’d like to connect with Prateek, you can reach him through the links below.

 

LinkedIn: https://www.linkedin.com/in/prateek-jadhwani/

LinkedIn – Destroyer Doggo:

https://www.linkedin.com/company/destroyer-doggo/

 

About the author

  • Mohammad Khalikh

    Based in India. Khalikh is a Previs and Cinematic Designer with over 6 years of experience in the Indian Film Industry. His passion for films and animation led him to the city of dreams, Mumbai, and he found the world of filmmaking. He loves to share knowledge and he believes what J.M. Cornwell has rightly said "“Knowledge is wasted when it isn't shared.”

Post a Comment