Greg Holsclaw's Blog
For the last five years, I worked in Silicon Valley at a profitable, self funded startup leading the engineering team including web sites, infrastructure and iOS apps. Ending that profitable run, and secure enough to turn a new corner, forming my own company.
Now all my energy is focused on mobile game development, specifically iOS development. As the founder of Skejo Studios, we are pulling together some talented artists and game desigers to bring new twists to mobile platformers, and explore innovative play styles. As a self funded indie group, we aim to try new game play styles on old ideas. I also write some more technical pieces on my personal blog.
Most coveted compliment, "This crazy guy just makes games he wants to play!"
Deadlines. Love them or Hate them. Evil things that demand overtime from underpaid artists and engineers, or the only thing produces use that nails down those creative types to actually deliver assets. Here is my experience with our latest project.
Having not taken a regular course of level design outside those offered by the experiences of life and trial and effort, I now endeavor to document the phases of level design and polishing that went into Lab Bunnies.
Those were the direct words of someone I really respect, forcing me to confront a stalled project, and what it might take to get it back on track. My question to the game world, is this true?
Operation: Eradicate, has been in the AppStore a bit over three months, and I wanted to give a report of the ups and downs regarding the financial outlook of the game. Eradicate was a great game for us to create, laying a good foundation for our studio.
Following up on the Development Post-Mortem I wrote for our new iOS game Operation: Eradicate, I wanted to give a quick look into how our marketing push was planned and how the first few weeks of sales went.
The post-mortem of Skejo Studios' Operation: Eradicate, an iOS turn based strategy game. Slides included at the bottom.
Greg Holsclaw's Comments
[Blog - 10/18/2012 - 05:04]
Benjamin, in this case it ...
Benjamin, in this case it was less about weak link, and more about timing and motivation. This project just couldn 't offer the right mix to keep them going. Hopefully in the future that won 't be an issue, but as a fledgling studio, we have fewer options to keep ...
[Blog - 05/31/2012 - 12:30]
[Blog - 06/04/2012 - 07:19]
[Blog - 02/04/2012 - 08:26]
This argument has a selection ...
This argument has a selection issue. Only the studios and games that made money are considered. What about the graphic artists, developers and other talent that got a steady paycheck for 8 months working on a game that tanked. Should they give their paychecks back The founders or studio publishers ...
[Blog - 02/06/2012 - 04:14]
A bit a stretch to ...
A bit a stretch to use Chess and Go as your examples of min-max optimal moves. It is true that known openings, and the end game can be very deterministic in chess, but the true life of the game is in the middle game, where choice progressions can last 5-10 ...
[Blog - 11/21/2011 - 11:45]
10 games that haven't seen ...
10 games that haven't seen the light of day Bummer. So you know that talk is cheap and code is gold first hand. Can't wait to see what you guys finish up on at Ghost Machine Games.