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August 22, 2017
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David D'Angelo's Blog   Expert Blogs

 

A dandy programmer for Yacht Club Games working on our first public release, Shovel Knight!

 

Expert Blogs

Posted by David D'Angelo on Mon, 31 Jul 2017 08:29:00 EDT in Design
A review of the design iteration and process that led to Specter Knight's unique mobility in Shovel Knight: Specter of Torment


Posted by David D'Angelo on Wed, 14 Dec 2016 08:55:00 EST in
Part 2 of a Deep dive into the design of Azure Striker Gunvolt by Inti Creates.


Posted by David D'Angelo on Wed, 07 Dec 2016 01:27:00 EST in
Part 1 of a Deep dive into the design of Azure Striker Gunvolt by Inti Creates.


Posted by David D'Angelo on Thu, 04 Aug 2016 06:35:00 EDT in
A discussion of the changes to Shovel Knight during the Japanese localization of the game, and the history of localization that inspired the changes.


Posted by David D'Angelo on Thu, 14 Apr 2016 11:14:00 EDT in Business/Marketing, Production, Console/PC, Indie
Shovel Knight has now sold a million copies! To celebrate, we're going to detail all our latest sales data and statistics.


Posted by David D'Angelo on Thu, 03 Sep 2015 07:15:00 EDT in Design, Console/PC
Part 2 of designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion. This article focuses on tips and tricks!



David D'Angelo's Comments

Comment In: [Blog - 07/31/2017 - 08:29]

Wow thanks so much Glad ...

Wow thanks so much Glad you enjoyed it The tear was a big debate at YCG, but it was definitely the right decision. It worked out so well we even considered a different kind of tear if you would 'pass-through ' the enemy/object vs bounce off.

Comment In: [Blog - 08/04/2016 - 06:35]

Yep Localization in the era ...

Yep Localization in the era often pulled in required changes due to technology I think I made those points clear in the article but let me know if you think something was misleading r n r nI 've heard the thing about kanji-less games being for kids. But I would ...

Comment In: [Blog - 04/14/2016 - 11:14]

Yeah, we were actually thinking ...

Yeah, we were actually thinking about putting together a post about how some of the details behind our build process. Stay tuned

Comment In: [Blog - 08/31/2015 - 02:48]

Sometimes yes and sometimes no. ...

Sometimes yes and sometimes no. It depends on the gameplay we 're trying to achieve For your example, we do wait for the player to finish firing a bomb but we do buffer jump input during that time so the player can easily jump afterwards . We do this in ...

Comment In: [Blog - 10/03/2014 - 08:29]

Yeah, I agree the 'return ...

Yeah, I agree the 'return you to the town ' solution would be awkward. But I was just trying to point out something obvious not necessarily good that could address a problem like that. r n r nI think a lot of people missed the fact that the relics returned ...

Comment In: [Blog - 08/07/2014 - 04:03]

We banked solely on youtube, ...

We banked solely on youtube, journalism , twitter, facebook, and twitch to get the word out too We couldn 't afford to spend a dime on marketing other than going to conventions . Good luck to you