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Derek Reynolds's Blog

 

I'm the owner and lead developer of Perceptive Pumpkin Productions, LLC, a husband-and-wife indie game company.  I've been programming and developing software for over 25 years, and has been gaming for even longer.  I hope to bring my unique perspective and talents to the independent gaming industry, creating quirky, engaging titles for a variety of platforms.  

Twitter:   @ShiftyPumpkin

Facebook:  facebook.com/PerceptivePumpkinProductions

My first complete game, "Villagers Vs. Vampire," was released in June 2012 for iPhone, iPad, Android, Amazon and the Web (http://vvv.perceptivepumpkin.com).

Currently, we're working on prototype titles for the Oculus Rift.  Check our website at http://www.perceptivepumpkin.com/ to download "Aurumancer", a randomly-generated dungeon runner where you vanquish demons with coins.

 

Derek Reynolds's Comments

Comment In: [News - 06/13/2013 - 04:46]

Along those same lines, it ...

Along those same lines, it really seems like a shame that many large, intricate game worlds GTA, Skyrim, Assassin 's Creed just disappear after release, never to be used again. Some assets get reused, but I wish there were a way to somehow package and license those worlds for use ...

Comment In: [Blog - 03/01/2013 - 01:31]

Like others have said, really ...

Like others have said, really great advice and inspiration here. I find that I go back to your Finish the Game article every now and then just to keep perspective, and I often mention that finishing is a skill. Great stuff

Comment In: [News - 07/13/2012 - 04:22]

This article seems to be ...

This article seems to be meandering a bit. You start talking about students in game design not learning by rote, but then move over to game players playing by rote, which sounds like a completely different topic to me. Are you saying that developers who create games by rote training ...

Comment In: [News - 07/10/2012 - 10:21]

Yeah, despite my earlier comment, ...

Yeah, despite my earlier comment, it does sound like an interesting project, and it may be good to have an alternate console out on the market. I 'd certainly develop for it.

Comment In: [News - 06/22/2012 - 05:11]

But the thing is, people ...

But the thing is, people generally are replacing their mobile hardware every 2 years or so. It 's just a different market than consoles. And that 's why I think mobile developers have to stay adaptable and focus on small projects with a faster turnaround time, because next year, let ...

Comment In: [Blog - 06/14/2012 - 07:39]

I understand the sentiment behind ...

I understand the sentiment behind the opening sentence, but Facebook was released in 2004, and didn 't really take off until around 2007-2008... r n r nWhich highlights just how quickly the game industry has been changing, and also how quickly it can change. Facebook was not a viable game ...