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January 17, 2017
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Brian Kehrer's Blog   Expert Blogs


Brian Kehrer is an independent game developer, based in Brooklyn, New York City.

In 2008 he co-founded Muse Games, an independent game studio focused on developing new titles for PC and mobile.  While at Muse he developed CreaVures, a puzzle platformer, and Guns of Icarus, a cooperative airship combat game.  Before his departure, he directed, produced, and led game design for Guns of Icarus Online, a 32 player competitive version of Guns of Icarus, which launched in November, 2012.

Brian worked at Psyop from 2012 to 2014, where he worked on various mobile games, including Nightmare: Malaria, a game for change which has been downloaded over 1 million times.

Brian is currently working independently out of his studio, Icosahedra, in Brookyln.


The views expressed by Brian are entirely his own.


Expert Blogs

Posted by Brian Kehrer on Mon, 25 Jan 2016 02:01:00 EST in Programming, Smartphone/Tablet, VR
One of the biggest challenges in VR development is the combined requirements of high framerate with high resolution. By transforming vertices into 'lens-space' we remove the need for full-screen render textures, massively improving mobile performance.

Posted by Brian Kehrer on Thu, 12 Dec 2013 05:17:00 EST in Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet
Tight deadlines, constraints on marketing and monetization, and real world issues. This article details the design decisions on Nightmare: Malaria, a physics platformer built to raise awareness for the Against Malaria Foundation.

Brian Kehrer's Comments

Comment In: [News - 04/11/2016 - 02:44]

This is actually quite a ...

This is actually quite a shame. It 's very hard to reference the original experience playing WoW. Many of the original design decisions have long since died. r n r nThat said, I 'm also surprised this didn 't happen sooner. When a co-worker and I played a year ago ...

Comment In: [Blog - 01/25/2016 - 02:01]

Forget demos - Google was ...

Forget demos - Google was awesome enough to open source all of Design Lab - you can get it here r n

Comment In: [News - 02/09/2016 - 03:01]

It also has no forward ...

It also has no forward renderer. r n r nStill, very interesting.

Comment In: [News - 02/01/2016 - 12:09]

I would guess they are ...

I would guess they are separating based on revenue model, with MMOs and MOBAs deriving most income from subscription or sale of virtual goods, where Console / PC really just means traditional premium model. r n r nIn actuality, it looks like they are just trying to cram as many ...

Comment In: [Blog - 01/28/2016 - 08:05]

Fair point - and in ...

Fair point - and in any case, a good article. Looking forward to the next one.

Comment In: [Blog - 12/03/2015 - 01:05]

Got it - some of ...

Got it - some of those more advanced blend modes would be challenging, if possible at all, especially with the division ops. And if there is more math, well, you can only do so much with the hardware - r n r nBut if you didn 't have more math ...