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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.

http://icosahedra.com

 

The views expressed by Brian are entirely his own.

 

Expert Blogs

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: [Blog - 11/05/2014 - 02:08]

Marketing is not nearly as ...

Marketing is not nearly as cheap, easy, or viral as you make it out to be. It is expensive, well thought out, and crafted by extremely talented people. r n r nStart with a google search on the press release: r nhttp://sourceecreative.com/news-or-feature-story.php type news ID 8519 r n r nWe ...

Comment In: [Blog - 10/30/2014 - 03:49]

I could seriously get behind ...

I could seriously get behind an industry-wide demand for better STEM education for literally everyone in this country. r n r nThanks for the article, the comments, and your voice at GDC. Keep up the great work.

Comment In: [News - 06/11/2014 - 03:21]

Male was the default option ...

Male was the default option in Mass Effect. In the first game, you had to actively go into a config screen top change gender, meaning the option was buried, meaning most people played default, male, soldier. r n r nSo - if anything 20 is a gross underestimate of the ...

Comment In: [Blog - 06/06/2014 - 08:50]

I realize this isn 't ...

I realize this isn 't a legal question - but how were hackers able to break fog of war unless it 's being calculated client side r n r nI mean - automated actions, that was bound to happen, but hidden units and fog of war It sounds like some ...

Comment In: [Blog - 02/15/2014 - 06:22]

Was CPU a bottleneck on ...

Was CPU a bottleneck on android devices

Comment In: [Blog - 10/22/2013 - 10:25]

Great article, as usual. The ...

Great article, as usual. The fact that conversion rates are so low has always bothered me as a designer. I don 't understand the people who make these purchases well enough to design a game for them. When asked about designing what I will henceforth refer to as compassionless free ...