Game Development Philippines

Replicating Success: Creating Games as a Solo Dev and a Full Team with Ben Banta of Ranida Games

May 07, 2024 Aileen Artificio
Replicating Success: Creating Games as a Solo Dev and a Full Team with Ben Banta of Ranida Games
Game Development Philippines
More Info
Game Development Philippines
Replicating Success: Creating Games as a Solo Dev and a Full Team with Ben Banta of Ranida Games
May 07, 2024
Aileen Artificio

In this episode, Ben Banta, CEO of Ranida Games joins us to take a trip down memory lane from when the era of flash games paved the way for a lot of solo game developers.. We then fast-forward to the current industry of games that continues to evolve with where Ben has grown from being a solo dev getting scouted by brands, to someone who is now always on the lookout for fresh, passionate talents for his team.

Key takeaways in this episode:

  • Pros and Cons of being a solo developer: Lessons learned doing everything solo and when  should you start hiring other people to grow and improve your game
  • The Importance of planning for sequels and keeping the game fresh
  • Growing Pains and responsibilities:  Creating pitch decks and prototypes for publishers, taking care of employees, and working with a team
  • Finding the employees that are a good fit for your culture and building long-term relationships 

Ranida Games is an indie game developer based in Laguna, Philippines. They are the developers behind the 2D fighting game Bayani, PBA Basketball Slam, and Dunk Perfect.

Find more of Ranida Games online at
https://www.ranidagames.com/

LinkedIn
https://www.linkedin.com/company/ranida-games/

Facebook
https://www.facebook.com/ranidagames/

X/Twitter
https://twitter.com/ranidagames

Steam
https://store.steampowered.com/developer/RanidaGames

Show Notes Transcript

In this episode, Ben Banta, CEO of Ranida Games joins us to take a trip down memory lane from when the era of flash games paved the way for a lot of solo game developers.. We then fast-forward to the current industry of games that continues to evolve with where Ben has grown from being a solo dev getting scouted by brands, to someone who is now always on the lookout for fresh, passionate talents for his team.

Key takeaways in this episode:

  • Pros and Cons of being a solo developer: Lessons learned doing everything solo and when  should you start hiring other people to grow and improve your game
  • The Importance of planning for sequels and keeping the game fresh
  • Growing Pains and responsibilities:  Creating pitch decks and prototypes for publishers, taking care of employees, and working with a team
  • Finding the employees that are a good fit for your culture and building long-term relationships 

Ranida Games is an indie game developer based in Laguna, Philippines. They are the developers behind the 2D fighting game Bayani, PBA Basketball Slam, and Dunk Perfect.

Find more of Ranida Games online at
https://www.ranidagames.com/

LinkedIn
https://www.linkedin.com/company/ranida-games/

Facebook
https://www.facebook.com/ranidagames/

X/Twitter
https://twitter.com/ranidagames

Steam
https://store.steampowered.com/developer/RanidaGames

Aileen: 0:02
Ben Banta, CEO and Studio Head of Ranida Games, is our guest in this episode. Ben talks about his journey as a solo developer in the era of Flash games, producing successful titles including Sniper Assassin, Potty Racers, and Dragon Slayers. He shares the pros and cons of doing everything yourself to building a team that replicates his success as a solo dev, but this time at a larger scale. Ranida Games is the studio behind PBA Basketball Slam. Ranida Games is the studio behind PBA Basketball Slam, Bayani the Fighting Game, Vita Fighters, Fighting Pride, the Manny Pacquiao Saga, and their newest release, SINAG. You have founded Renita Games how many years ago was that? Since 2008?

Ben: 0:51

Yeah, I know we founded Ranida Games way back 2015, but I started in game development around 2007, 2008. A brief history about my game dev career. I'm not really a game developer. So, I'm a web developer by profession before. And then the reason I was into gaming is because I love playing games and I was playing a Flash game before. I forgot the title. But when I was done playing the game, I was looking for a sequel because it was a cliffhanger, you know, and however, I can't find one. So I decided to why not try making one. So I was, I was using Macromedia Flash before to do, to create banners for website. So, I have a little bit of know how when it comes to coding using the tool. And Flash games before are using that tool. So, I created, tried creating a game. I created a sniper game called Sniper Assassin. It only had like six levels. I created my own website, Flash Portal, and then I published my game in that portal. I think a few weeks or a few days after when I published the game, I was emailed by Addicting Games. It was owned by Viacom before, and they are asking if they could publish the game for a fee. They will pay me to publish the game. So, there's nothing to lose on my end because I only did the game for like three days. It only has six levels. So, I was like, yes, of course. And then and then upon publishing the game, I the game got around like after around two days the game got around a million game plays already, and I was really surprised because that happened and actually that from then on that actually jumpstarted my game dev career because I started working on more games. I started conceptualizing more games, Sniper Assassin became, I created like four sequels for that game. So it reached to Sniper Assassin 5. And I, I also developed other genres, like I created Putty Racers with, I was partnered with I have an American partner for that title. I created Dragon Slayers and more. I created a horror game (that gave me nightmares) while doing that. So, there's a lot of a lot of genre, different genre, on, of games that I did before. And most of those games became a hit in addicting games. Like they reward, like, the top 20, if I'm not mistaken, before, like, top 20 every quarter of the game. It happened, like, on the top 20 is my game on that portal. So it's, the pay is quite generous as well. So, I was living a good life during that time in the development.

Aileen: 4:09

It sounds like Addicting Games knew you were going to create very addicting games.

Ben: 4:14

It was an addicting game. I published my game in Addicting Games, Newgrounds, Congregate. Even if you go to Y8 right now and search my games, it's everywhere. You can play the game in there. When you see my games, you'll be like, Oh (it's just this)

Aileen: 4:31

I remember Y8 and Newgrounds. I love how the Flash games really changed how we looked at games because before it was-- you had to have a console you had to have a really strong PC and you've made so many games in a short span of time. What would you say are the-- what is the journey towards doing that? Did you have any plans with planning, building, and eventually launching it? Because you had sequels, right?

Ben: 5:03

Yeah. So, before there was actually no plan. I do what I wanted to do. I build what I want to build. However, when I was doing sequels, things became different. I have to plan the gameplay. So, I have to figure out what features I can add that would make the game fresh. I'm not a businessman. I'm, I'm a web dev. I'm employed. I don't have any idea when it comes to game development. So, when I started working on sequels for Sniper Assassin. I'm giving it more time. So, I actually resigned from my day job so I can focus on my games because I have to plan everything. I have to-- once I submitted the game, I have to plan or think of what new title I can come up with to offer Addicting Games. So though fortunately for me, almost all the games that I did, they, they are accepting. And publishing in their portal and the games that I offer. More often become hits so it became very easy for me to transact with that company. So, it's very important for me like, to plan ahead the games that I'm going to work on. So, it would be easier for me. So, there's a lot of art blocks, a lot of development blocks that happen if I don't do that.

Aileen: 6:38

I love hearing about your journey from game development being just a pastime and a hobby into something wherein you really have to decide to quit your day job. And I, you know, that's a big thing. So now that you have Ranida Games that almost everybody knows in, at least in the Philippines, what would you say are the biggest lessons you've learned? As a solo developer and when was the time that you realized it was time to bring people in?

Ben: 7:08

Actually, the first time that I had an employee, someone helping me is a bit early in the Sniper Assassin development journey, because from Sniper Assassin 1 and 2, I don't have-- those games doesn't have any story in there, mostly just puzzle sniping games. However, on Sniper Assassin 3, I decided to, to put in a story. The thing is. I'm not good in English. I don't have any talent when it comes to story. So that's the first time I hired someone to create stories for me and levels for me in that game. I hired a nurse during that time he's studying nursing in I think UST if I'm not mistaken. So, he took the job as a side job, for him while he while he is studying, so I have someone that's giving me like documents on the levels the missions and also the storyline, so it made it easier for me to work on the games, right? I don't have any idea that I'm already basically employing someone to work as a game designer for me. I don't have any job title for him that back then, but now he's still working for me in Ranida Games, like we started like 2010, 2009, and he's still working with me in Ranida Games. He's still working with me as a game designer. He designed Sinag. He designed Bayani. So, for those many years, he actually, graduated nursing, but didn't really work as a nurse because he worked directly with me doing games. So that's how we transition. And so, I had more people. To help me create more games. So that's basically how I did it slowly. And I'm not really, to be honest, I'm not really planning anything ahead. So, when there's a need, I add people. That's how I did it.

Aileen: 9:42

Okay. That's, that's really fun. I love how you created the job for him before the title existed. And that really speaks about how you have to be Open minded and flexible with what you need. So, I think that's really important. So now that you have entire teams creating bigger games for you how do you go about pitching or pitching your game or presenting your game to possibly potential funders or potential publishers now?

Ben: 10:11

Right now it's very different than before, because during my Flash game development time wherein I don't really pitch I just do the game straight and finish it and then present it to Addicting Games and they take it. Now, we do need to create a pitch document first before we do anything, any development like-- we are actually talking to a huge publisher right now. We created a presentation like for like two weeks, three weeks of the presentation for, and then we talked to the publisher during Gamescom. So, Walter talked and presented the pitch to the publisher and then, we are actually about to work on a prototype for that game. So that's how the process goes. Unlike before I'm not really paying anyone other than myself, right so I can just continue doing games, right now, we can't really start on anything unless we have a sure project that we can start and sure funding for it. (Since we're paying people now). But the opportunities that I have now as compared to what I have before is larger. So, I'm talking to bigger companies now, although I Addicting Games ishuge. It's a very big company. But however, the ecosystem is different now.  I cannot do the things that I do before, like talk to a publisher and, they will accept, I can't do that now. It's very different. I have to go through the process of creating a page, creating a prototype before I can get. Before, I can even get a yes before I can even get a publisher to even look at my prototype. Did I answer the question?

Aileen: 12:29

Yeah. It does. Because I think the most important takeaway is when you were doing it by yourself, you could finish the entire game and submit it and not think of anything else. But now that. You're in a bigger organization. You have to think about the pitch, about finding a funder, and then also thinking about your people, about paying them properly. And it seems to me that you were able to find really, really good people in your team, if you have somebody from 2000's who's still with you. And that's very, very important. And I was talking to Walter a couple in some of our meetings, he mentioned that you guys are constantly on the lookout for fresh talents, and you were you're really looking for passion and all of that. So now that you are looking for people in your team, how do you go about finding them? What are the things you're looking for now that you've actually employed somebody for more than -- is it two decades?

Ben: 13:31

Yeah, I think so, actually, how many people do I have working with me since that time? So, my lead programmer, he's been working with me since 2010. My artists as well. So, there's a lot I think there are a couple of more people that have been working with me for a very long time. And some of some of them are, even though they are working with other companies now, whenever I need help, I can still tap them to help me with projects. So, in terms of hiring, most of the people that are working with me are interns before, so they are from different schools. iAcademy, LaSalle, Benilde. Coming from different schools that work with us as interns. And from there I can see how they work. If they are fit in the culture, if they are having fun with the team and basically most of them ask if they can work with me after they graduated. So, if they if we are hiring and they fit the culture and I can see that they are hardworking, you can definitely tell the talent while they are doing their internship. So, I directly hired them. It's really important if you are working for, if you're looking for a job and you, if you can't find any, just continue doing your craft and post it online.

Aileen: 15:10

Mm hmm.

Ben: 15:10

All those things, make your make your portfolio better and you will get noticed one way or another.

Aileen: 15:19

It shows it shows the importance of how you use your social media and your webpages. And I just realized, you guys just went full circle from Addicting Games scouting you, to now you guys scouting other talent. So that's, that's great. That's really that's really a good thing to see and thank you so much, Ben, for sharing your journey. I think this is very inspiring. You guys are creating a lot of local IPs that are that are very, very good and based off of local lore. Can you tell us more about those titles?

Ben: 15:54

So, the latest game that are based on our myths and our lore on Filipino myths and lore is this one Sinag. So, it's a fighting game that is designed for mobile. Wherein all the characters and the backgrounds the story are all based on Filipino mythology, myths and characters and culture. So, our, the latest character that we are working on, we have characters that are based on Manananggal, White Lady. So we are, right now, we are working on a character that's based on Bakunawa. And that's the latest one that we're working on. And of course we are we are planning to add more. And, but it would depend on how the Filipino and how the game is supported by our players. Working on games that are based on your culture is more fun to create. We can always create games that are based on fantasy or other culture. Right. But creating something that's, closer to home. It's not easier, but more personal. It feels more personal when you do it that way. However, titles that are based on our local culture, to be honest, it's harder to sell.

Aileen: 17:31

Mm hmm. Because people don't know them yet.

Ben: 17:35
Yeah, it's harder to sell locally. Even locally, it's hard because players tend to westernized or something? Westernized. Yeah.

Aileen: 17:44
We like things that are Western and not ours, I think

Ben: 17:48

Yeah. It's one of those-- it's part of the culture that we are basically battling with. And hopefully will change. But it's not really up to the market, to the Filipino people. It's up to us, to us developers, to make something good, to make something very compelling and competitive. It's really up really up to us to make our craft really good and show the Filipino audience, the Filipino players, that we can do something good, and that we can deliver something better. It's really, it's really Challenging to be honest,

Aileen: 18:30

yeah, definitely, but make it so good that they can't ignore you.

Ben: 18:34

Yeah. Yeah. Yeah. So that's one thing that we have been experiencing with Sinag. To be honest, I was really worried and because here we are going through this Filipino-themed fighting game on mobile again. However, when we released it, the reception was really good, it was, it was actually overwhelming. There are bashers and we take those words coming from bashers, like lessons, like how we can improve more and so it's okay. I've been. I've been in the game development for so long, I've been bashed a lot. So not only by Filipinos, but from all over the world. With Sniper Assassin, some of the reviews with Sniper Assassin, some of the players are like commenting that who did this game? Whoever did this game should jump off a bridge or whatever.

Aileen: 19:36

Oh, no. That's mean.

Ben: 19:37

Yeah, things can get very mean and harsh. But it's okay. You can't please everybody. But as long as you read, like there's a comment like thanking you for doing this game, or, oh, this game is super cool, Pinoy pride, saying things like that. And it's kind of like uplifting you, like, okay, we're doing something good.

Aileen: 19:59

That's good. That's very exciting. So, is Sinag already available on mobile?

Ben: 20:04

Yes. So SINAG is already available on Google Play Store. You can you can download the game for free. Although in iOS, it will be, will be available in Play Store. Soon. Very soon.

Aileen: 20:17

Very soon. Okay. We'll look forward to that. Ben, can you tell us how else people can find Ranida?

Ben: 20:24

Yeah. So you can follow us on our Facebook page, Ranida Games, or you can also check us on TikTok, we have what do you call this? We do TikTok @ranidagames. Check it out. Also on, Twitter just search for Ranida Games in there as well. So we have Twitter, we have TikTok, we have Facebook. We also post videos on YouTube, on our socials to check us out.

Aileen: 21:00

Thanks for tuning in! If you enjoyed this episode, please subscribe to our series on Game Development Experts on the Arise Plus Philippines YouTube channel.