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Glen Cooney's Blog

 

Lead Designer and Producer for Terrachanics, a mobile puzzle game created for the U.S. Department of Energy. Having overcome some major challenges in his life and career, he is intent on drawing as many lessons from the experience as possible and share his insights with the game developer community.

 

He currently lives in the Boston area and is actively seeking to line up his next game project.

portfolio: glencooney.com

twitter: @Transplanar

 

Member Blogs

Posted by Glen Cooney on Tue, 28 Apr 2015 02:44:00 EDT in Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet
Exploring the connections between leadership, communication, ego, perspective, and well being. The last part of my four-part postmortem series on Terrachanics.


Posted by Glen Cooney on Fri, 27 Feb 2015 03:53:00 EST in Design, Art, Serious, Indie, Smartphone/Tablet
Overcoming the challenge of making an abstract, serious game for mobile through intelligent theming, emotional appeal, and using UI to nonverbally teach your mechanics to your players.


Posted by Glen Cooney on Mon, 13 Oct 2014 02:11:00 EDT in Design, Console/PC, Indie, Social/Online
Seeing the embers of one of my favorite games of all time starting to burn again, I take a deep dive into Artillery's "Atlas," the upcoming RTS helmed by none other than Sean "Day[9]" Plott of Pro Starcraft and shoutcasting fame.


Posted by Glen Cooney on Fri, 12 Sep 2014 07:50:00 EDT in Design, Production, Serious, Indie, Smartphone/Tablet
In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play.


Posted by Glen Cooney on Wed, 10 Sep 2014 08:32:00 EDT in Design, Production, Serious, Indie, Smartphone/Tablet
A personal postmortem on creating a mobile title for the U.S. Department of Energy while battling depression. Part 1 sets the stage for the circumstances entering into the project.


Posted by Glen Cooney on Tue, 07 Aug 2012 04:53:00 EDT in Design, Console/PC, Indie, Social/Online
What if the drama of Game of Thrones was made into a multiplayer video game? I examine this question by looking at how several recent board games have gone beyond getting players playing together into actually telling compelling stories.



Glen Cooney's Comments

Comment In: [Blog - 04/28/2015 - 02:44]

Thanks for the recommendations I ...

Thanks for the recommendations I just signed up for that course, sounds like just the kind of stuff I 'm interesting in learning more about. r n r nThe Love 2.0 book sounds especially interesting, given a new project I 've started working on with some former Terrachanics team members. ...

Comment In: [Blog - 03/09/2015 - 06:35]

Great article I think you ...

Great article I think you hit the right balance of practical advice and hard truths in a way that isn 't overly flowery or overly brutal. I definitely appreciate that tone. r n r nAs someone that has struggled to get into the game industry for the last few years, ...

Comment In: [Blog - 03/06/2015 - 07:16]

Well said. Finding myself in ...

Well said. Finding myself in a similar situation. r n r nYou sound like you are on the right track. I 'd be interested to hear how things pan out for you.

Comment In: [Blog - 08/26/2014 - 04:50]

I tried a similar idea ...

I tried a similar idea a few years back as a school project. The problem is that skill point calculations in a tabletop game can be tedious and bog down the pace of the game. I would suggest a few different alternatives: r n Keeping AP costs very low like ...

Comment In: [Blog - 11/10/2014 - 02:16]

The most elegant system I ...

The most elegant system I 've come across is one where the target number for a die roll is calculated before the roll, and rolling low is better. r n r nBasically, before rolling, you take your skill value and add or subtract appropriate modifiers. You then make the roll ...

Comment In: [Blog - 10/13/2014 - 02:11]

Haha, to be fair, I ...

Haha, to be fair, I was like 10 years old at the time, and the version I bought was the Avalon Hill one. Seems like that one was simplified compared to other editions, and specifically targeted towards kids. Not sure that was the best move. r n r nI agree ...