Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 18, 2014
arrowPress Releases
April 18, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


 

Enrique Dryere's Blog

 

One of two brothers currently working on Ring Runner: Flight of the Sages, an epic space-shooter RPG for PC.

 

Member Blogs

Posted by Enrique Dryere on Thu, 03 Apr 2014 08:31:00 EDT in Production
Triple.B.Titles, the makers of Ring Runner, announce their new project Popup Dungeon, a roguelike papercraft enchanted board game that lets you create any weapon, ability, character, or enemy you can imagine.


Posted by Enrique Dryere on Tue, 04 Feb 2014 05:52:00 EST in Business/Marketing, Design, Production, Indie
This is a postmortem for Ring Runner: Flight of the Sages, one of the most ambitious first-time projects ever completed by two, semi-rational men. It contains several invaluable lessons for first-timers, learned the hard way.


Posted by Enrique Dryere on Sun, 07 Jul 2013 02:53:00 EDT in Design, Indie
How my brother and I survived Ring Runner's five year dev cycle -- a pre-mortem. (Chef Boyardee Mini-Ravioli parties inside!)


Posted by Enrique Dryere on Tue, 07 May 2013 05:09:00 EDT in
Missed Valve's Greenlight developer chat on 5-7-13? Here are the main points that were covered.


Posted by Enrique Dryere on Fri, 26 Apr 2013 06:51:00 EDT in Business/Marketing, Indie
In this article, I present a simple way to make the Greenlight process a less daunting hurdle for independent developers in a way that could potentially benefit Valve as well.


Posted by Enrique Dryere on Mon, 12 Nov 2012 09:58:00 EST in Business/Marketing, Console/PC
I learned a lot from managing a Kickstarter campaign as a completely inexperienced and unknown indie game dev. In this post, I share five valuable lessons and offer a suggestion to Kickstarter's ongoing development.



Enrique Dryere's Comments

Comment In: [Blog - 02/04/2014 - 05:52]

That 's very fair criticism, ...

That 's very fair criticism, and it 's exactly one of the problems we hope to avoid in our next game. r n r nBasically, our approach was to create a purposefully complex system that leads to more sport-like game play. In other words, if you try to play hockey ...

Comment In: [News - 12/31/2013 - 10:53]

I just wanted to share ...

I just wanted to share this insightful article by Chris Priestman over at Indiestatik where he warns about the dangers of becoming overly excited/reliant on procedurally generate content: http://indiestatik.com/2013/12/08/procedural-generation/ r n r nIt 's just one of many excellent articles on that site. I highly recommend it. :

Comment In: [News - 06/28/2013 - 01:58]

While I agree with the ...

While I agree with the sentiment of the presentation, I think you do have to worry about how you 're going to usher the player into that experience. Even if you go for the most hands-off approach, like Minecraft, you become a sort of optimizer, looking for ways to successfully ...

Comment In: [Blog - 05/30/2013 - 05:08]

Greenlight is a harsh popularity ...

Greenlight is a harsh popularity contest as it stands, but there is hope. Check out the highlights from a recent dev chat that Valve hosted: http://indiedevrant.tumblr.com/post/49879544051/main-points-of-valves-greenlight-dev-chat-5-7-13

Comment In: [Blog - 04/23/2013 - 08:35]

Great read Here 's my ...

Great read Here 's my couple of pennies: r n r nSome of the problems you describe are present in any storytelling medium and stem from two sources: inconsistency and escalation -- only the form they take are different in games. Here 's what I mean: r n r nProblem: ...

Comment In: [Blog - 04/09/2013 - 01:39]

Can 't we all just ...

Can 't we all just admit that after a long day of expo 'ing, all we want is a flagon of beer, a couple of D10s, and a table to roll them on