HTML5 Rockstars: Interview to Robert Podgorski from BlackMoon Design

HTML5 Rockstars: Interview to Robert Podgorski from BlackMoon Design

This month’s HTML5 Rockstar is Robert Podgorski, from BlackMoon Design. Let’s learn more about him in our interview below!


Hello Robert, would you mind introducing yourself to the readers of the GamePix blog?

Hey, my name is Robert Podgorski and I run an indie team called BlackMoon Design. We are based in Poznan, Poland and we make games:) I would say the “byte size” HTML5 mobile games are our speciality. We’ve made around 100 HTML5 games in the last two years.


Play Monsteroid on GamePix

Click on the pictures to play the games!



Why did you decide to enter the world of HTML5 game development?

We were making some Flash games long time ago, but since Flash games market kinda collapsed few years ago, we wanted to find ourselves a new platform. Mobile app stores are far too crowded for my taste, HTML5 is a much nicer place to be :)


So, about your projects, can you tell us some behind-the-scenes stuff on its development? You have a pretty great catalogue of HTML5 games!

We try to make the games really fast. It’s like one huge game jam – rushing with the prototypes all the time. If the prototype “sticks” – we polish it and make it pretty. If the prototype is not that fun to play – we’re back to the keyboard changing it. There’s not that much planning and designing of those games right now really.
We figured out that few iterations over the prototype work much better than writing a complex game design doc, really.


Play Evil Wyrm on GamePix


Care to share any tips on trying to make HTML5 mobile games with the devs reading this?

I can give you four tips.

pretty as hell
Make the game cute and pretty as hell

Make the game really easy to pickup

Make the game addictive and fun

Make the game fun for you to develop (otherwise you’ll burn out really quickly)


Those tips show what are the most important factors really. If the game wasn’t pretty – nobody would tap on its icon and nobody would get past the main screen. If the game wasn’t easy to pickup – players would turn elsewhere, cause they wouldn’t know what to do. If the game wasn’t fun – players wouldn’t return to it. If the creation process was painful for the dev – he wouldn’t be making another game.


Play Yummy Taco on GamePix


What does the future hold in store for you? Are you planning to launch new games soon? Any anticipation? C’mon, don’t be shy!

Oh, we’re going full steam ahead all the time :) There are around a dozen of games we are currently working on, with different stages of completion (from nearly finished to early prototype). The goal is to keep up with 3-4 games a month :)


Tell us a funny story on something that happened while developing your game.

We are having a good time during the development, but the really funny stuff is seeing how people play your game discovering funny things you haven’t planned at all.


Play Stones of Thum on GamePix


And lastly, would you tell us how you felt about this experience with the GamePix team?

It’s been super cool. We have published some games together and hope to publish many more in the future :) The really cool thing is that you provide detailed stats on how the games are doing. We are able to see what kind of things work for the players and understand the nature of HTML5 gaming a bit better.


Thanks Robert for your time and for your trust in GamePix! We’re happy of playing such an important role in the HTML5 gaming community.
To all those interested in more interviews from our column, have some fun reading all about our HTML5 Rockstars!

Try Basketball Master here: