Train2Game News Interview with Peter Law Part 2


“My name is Peter Law, and I’m attempting to be an indie game developer.” Part 2

This week Train2Game caught up with Peter Law, the forum favourite that operates under the username: Carwash. He’s helped many other students with their Train2Game related queries and assisted lots of people on their games creation journeys.

Not a lot of people actually know that Peter has been working in the games industry for years, he’s now working on his own projects and has recently released two titles under his independent label, Enigma 23.
This is the second part of the interview, where Peter gives his input into his experiences: Developing, Train2Game and plans for the future.

What is your experience working in the game industry?

Eight years in QA, working at publishers (I really wish I’d gotten to work at an internal QA department for a developer). At ChangYou I was hired as QA, but helped out with almost everything – community management; tech support; PR; game design; IT – I learnt quite a lot here, and made some of my closest friends.

How long have you been studying with T2G and how have you found the process?

I signed up 4 years ago this month, and stopped studying 2 years ago when I started work on SZ. I’ve moved over to v3 though, and just got an extension, so plan on spending the next 12 months to get the C&G qualification.

I went to the T2G game jam last year, and made a pretty damn good game (AstroSim) with my team (Wolfwash), which we’re using as a prototype to turn into a full game – I got really lucky to find some really talented, friendly and easy going team members – friends.

You are a prominent member of the forum, is it a good place to meet other students?

At their height (during my time) the old forums were great, but since the release of v3, they’re now pretty much dead. The new forums, are full of new students (as you’d expect, being new for v3 of the courses), I tend not to go on them very often – too busy making my games and searching for solutions compiler errors.

They are a great resource though, that all students should use – along with the #train2game IRC channel, without it I wouldn’t have met my game jam team.

Can you tell us what you learnt from the Development process?

– First, C# and Unity, I taught myself both of these so that I could make ‘Shh, Zombies’, and have improved both skills a lot since October.
– The art of searching how to implement a game mechanic and searching for solutions to compiler errors.
– Build iOS first, the review process can take anywhere between 7 and n days, with possibly a rejection at the end of it.
– Building multiple platforms at the same time is a pain, switching between them just isn’t efficient and gets you side tracked trying to make everything work on all platforms at all times … pick a lead platform.
– Even though I did it for a living … Test properly, and then test it again.
– Use some versioning software, or cloud storage at the very least. I broke a pretty major part of SZ, a part I hadn’t worked on for over 3 months (that part was “finished”), and couldn’t work out what I’d one or how to fix it. Thanks to dropbox I was just able to roll that script back to a version before I’d started I broke it.
– Put the expected non-game features into your game before release, not having them for release could hurt your launch window. Things like achievements, leaderboards and video recording.
– It’s difficult to get even 69p out of people, but free seems easy (SZ total downloads = 97 in 10 months, MCR total downloads = 430-ish in 10 days).
– Always have somewhere to make notes, for when those ideas/ answers to problems suddenly appear. Evernote is a great note taking app available on mobile and desktop, or ye know, pen and paper.
– The best answers come in the middle of taking a shower.

And from releasing your first solo title?

– Don’t do a massive game.
– Don’t care about how it looks at the start, use placeholder assets.
– Get prototype up and running, with basic game mechanics then iterate on that and add more in one by one.
– Where possible, finish implementing one game mechanic before starting on the next.
– Go to game dev meetups, speak to people about your game, about their games, about game development.
– Go to game industry events.
– Do game jams.
– All the other stuff I’ve spoken about in previous questions.

Where can players find your games?

My games website (new URL pending) has links to all the stores they’re available on:

What are your plans for the future?

Make more games! I started prototyping my third game, a top down racer, at the start of March. Minecart Runner has been more successful than I thought it would be, so I’ll be doing updates on that to try and keep the momentum going. Wolfwash are also wanting to kick back into full gear on AstroSim, so I’ll be doing design, and maybe a bit of development, for that.

I’m also starting to look for some freelance work, and/ or a full time Game Designer/ Unity Developer job.

Enigma23 work and Social media can be found at

Enigma 23 Games site:



Peter Law can be found on Train2Game Winners at

Train2Game News Interview with Peter Law Part 1


“My name is Peter Law, and I’m attempting to be an indie game developer.” Part 1

This week Train2Game caught up with Peter Law, the forum favourite that operates under the username: Carwash. He’s helped many other students with their Train2Game related queries and assisted lots of people on their games creation journeys.

Not a lot of people actually know that Peter has been working in the games industry for years. He’s now working on his own projects and has recently released two titles under his independent label, Enigma 23.
This is the first part of the interview, where we asked Peter about his history with games and what he’s currently working on.

Can you tell us a little about yourself and your love of gaming?

“I probably started gaming on the Atari 2600 (“Light Sixer”), I’ve no idea at what age. I still remember getting the Atari 5200ST one Christmas, which came with around 25 games, Gauntlet; Bomb Jack; Space Harrier and so many more I enjoyed many, many … many hours playing – I wish I still had it. The thrill and enjoyment of coming home with a new Atari game I remember fondly. Another Christmas I got a Super NES and a TV for my room, again many hours spent on Mario All Stars; Mario Kart; Donkey Kong Country et al – thankfully I still have my Super NES and Atari 2600.

It was probably the Super NES that incepted me with games as more than a pastime, then the N64 which progressed me more into the world of gaming – I read so much about the N64 before its release it became somewhat of an obsession. It was PC gaming, the internet and online multiplayer that solidified the desire to work in the games industry.
So I started gaming back when games were hard, back when you had to think, there was no hand holding in games (certainly not to the extreme extent many games have today).

I started off working in the games industry for EA, in their QA department. Since then I’ve worked for SEGA, Microsoft, ChangYou (a fairly big Chinese MMO developer/ publisher) and some non-gaming companies. After 8 years in QA I got the chance to take some time off and do my own thing, teach myself a lot more of C# and Unity, and make some games – that’s what I’ve been doing since October 2014 with Enigma 23.

Over the years, I have always dabbled in creating something, be it websites (HTML and CSS); levels (Hammer – TFC, GtkRadieant – Q3); flash (websites and animations); games (UDK – my own stuff) but they never really got fully completed, it wasn’t until picking up Unity at around version 3.5 that I started to be able to progress and finish a game.

My hobby is my career, and my career is my hobby.

Can you tell us about Shh, Zombies?

“Shh, Zombies originally started out as a companion mobile game to an MMO game idea I had years ago, but as that MMO was never going to get made I turned SZ into its own, full game. Shh, Zombies is a puzzle game where the player must get Jim safely to the exit, they do this by placing waypoints down to complete a path to the exit and then watch the action unfold. There are two types of zombies to avoid: the idle, but ever watching, zombie – if they spot Jim they will give chase. Then there’s the walker, these just walk in a straight line, oblivious to what’s going on around them.

There are 40 levels, set during the day and at night. Night levels offer greater difficulty, as it is night time there are more zombies and lower lighting. Each level has 2 objectives:

1- Complete the level in a set number of moves (par).
2- Collect all the zombie heads.”


And its release?

“As this was my first time publishing a game I decided to launch on the Windows Store (desktop) first, using it as a platform to do a soft release and learn about the process of submitting to a store, iOS and Android were then a fairly easy submission process for me.

I didn’t expect to make anywhere near my money back on SZ, but I expected it to do better than it did – mainly because of friends and colleagues saying they’d buy it when it was released, most didn’t, but very thankful to those who did

I have a blog post that goes into more detail about the release than I’ve got room for here (”

And can you tell us about Minecart Runner? And describe the game?

“’Shh, Zombies’ took me approximately 18 months from start of development to first release, and nearly 2 years until I decided it was “finished”, for my second game I wanted something that wouldn’t take as long, 2 to 3 months. In December I started prototyping an infinite runner, and I forget why exactly now, but started to remember the mine cart levels on Donkey Kong Country, so I took inspiration from that and made ‘Minecart Runner’.

There are 2 modes in the game, a Normal mode, where the cart is on rails and the player must jump over gaps and obstacles, collecting items along the way; and then Krazy Mode, which is procedurally generated, is quite difficult and has “crazy” physics (the cart spins around 360). Krazy mode is how MCR started out and wasn’t supposed to be in the game, but during prototyping quite a few people said to me they’d play that, so I kept it in as an additional mode.
MCR has been out, on iOS, since Friday 17th and has had nearly 400 downloads so far – it’s doing a lot better than I expected. Most people are playing the normal mode at the moment. I released Android a little over a week ago, but it hasn’t been picked up as well on there.”


Why Enigma 23?

“The 23 enigma refers to the belief that most incidents and events are directly connected to the number 23, some modification of the number 23, or a number related to the number 23. Though, this belief isn’t something I personally believe, I do find it interesting and use it as a meta game, hiding 23 where I can.”

How many people in your studio, just yourself?

“Just me, though my wife is a graphic designer, so she helps me out with art when I need it – mainly UI, icons, promo assets etc.”

What are your responsibilities?

“Everything. Game design; coding; UX/ UI design; producer; marketing; PR; community management; testing; even did a bit of 3d work for my first game.”

Who did the artwork?

“For ‘Shh, Zombies’ I had a friend helping me with the UI assets, and he did an awesome job. I did all the 3d work for SZ, using a program called Qubicle. Then my wife has done UI assets, icons and promo assets for both SZ and ‘Minecart Runner’. Other than that I buy game assets from the Unity asset store or Game Dev Market.”

How is it working independently?

“Besides the lack of income? It’s great! Doing what I want and working making games. It is hard though, working at home alone, the main challenges that come with that are not being left alone by my family, and not having someone to work with, discuss ideas with, and get motivation from. To help with motivation I’ve started going to indie developer meetups/ events in my area, which gives a huge boost to motivation – just to be around other developers is a great help.”

You can keep up to date with the company on there social media at


Or the company site