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Blogs

Joe Houston's Blog

Joe Houston has been a professional game developer for the past 8 years, having most recently completed work on the critically acclaimed game Dishonored. He is currently working in Austin, Texas via his indie venture Roxlou Games, a company dedicated to "making games for nerds". The Kickstarter for their new game Unwritten is an exotic mix of turn-based strategy, permenant decision making, and Balinese shadow puppets.

Joe is a programmer, writer, fledgling game designer, and the proud father of a loud, toddling she-beast. He also rambles endlessly at his personal blog State of Houston, and within the confines of 140 characters on Twitter (@PandaMittens).

Member Blogs

Framing Violence: Making Fairy Tales for Adults  Featured Blogs
Posted by Joe Houston on Wed, 23 Jan 2013 09:11:00 EST in Indie, Design
A follow up to his article on game violence written for Rock, Paper, Shotgun, Joe talks about society, his new game, and even a fairy tale or two. Originally posted on at Joe's personal blog: http://stateofhouston.com
Read More... | 1 Comments

A Former Dishonored Dev: Why I'm Going Indie  Featured Blogs
Posted by Joe Houston on Fri, 16 Nov 2012 02:40:00 EST in Indie, Production
Joe Houston, previously a core member of the Dishonored team, talks about why he decided to pitch it in and "make games for nerds".
Read More... | 11 Comments

   

Joe Houston's Comments

Comment In: Nation of Indies: An Austin Indie Workshop for the Newly Liberated and Indie-Curious [Blog - 01/31/2013 - 12:27]

Well it so happens that ...

Well it so happens that this is the day before our Kickstarter ends. So we 'll either get some information to aid our imminently successful new venture, or we 'll eat free shame pizza until we pass out. r n r nhttp://www.kickstarter.com/projects/1599677835/unwritten-that-which-happened r n link posted because I do not ...

Comment In: A Former Dishonored Dev: Why I'm Going Indie [Blog - 11/16/2012 - 02:40]

Too true about endless negativity. ...

Too true about endless negativity. I try hard to ask why I 'm criticizing in the first place. If it isn 't to cause change, then it 's not criticism, it 's complaining. And life 's too short to waste time complaining. r n r nI still fail all the ...

Comment In: The Indie Reality in 2012 and Beyond, According to Arkedo [Feature - 07/02/2012 - 04:00]

I loved the Arkedo series ...

I loved the Arkedo series games so very charming , but reading this interview filled with effervescent optimism and indie spirit was a breath of fresh air all its own. The idea of an indie publisher is intriguing indeed. Lots of luck.

Comment In: Tension Maps: A Process for Identifying Low-Risk Design Opportunities [Feature - 01/11/2012 - 04:00]

Interesting perception shift for game ...

Interesting perception shift for game design. I'd imagine that after doing this a few times it would add to the instinctive overall awareness of the project even without actually making the diagrams. I've worked with designers that made intricate flow chart diagrams for combat state machines. Ultimately I think we ...

Comment In: Marketing On The App Store: The Cautionary Tale Of 100 Rogues [Feature - 02/03/2011 - 04:15]

It's definitely true that price ...

It's definitely true that price expectation narrows the kind of game you can successfully market and sell on the Apple store. It's funny, I recently made a blog post that made a similar observation: The Democracy of Digital Distribution http://stateofhouston.com/2011/01/30/digital-distribution/ And to a lesser extent this one too: Gamers Whiny ...

   

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