Started out making games in high school using escape codes to place text on a PDP-11 smart terminal. A veteran developer, I have been at the front edge of technology, including extremely early work on Macintosh computers, networked games, early consoles, Direct3D, and have stayed independent for most of my career. I worked as a contractor, an employee and have even run my own company (a few times). My titles have included Programmer, Lead Programmer, Game Designer, and Game Director for companies including Activision, Westwood Studios, EA, Interplay, THQ, Ubisoft and Sony. In early 2011 I co-founded Game Mechanics.
There are times when the easy way to make a game is actually more fun for the player than the hard way.
When we make a game and put it up for sale, we think people are buying a game. But when you boil it down, there are too many games for people to play all the ones they might enjoy. So what are they buying? Or more importantly, how are we selling it?
The Kickstarter experience can feel like jumping in a pool with all your clothes on. You may want to be in the pool, but you didn't prepare right and now you are drowning. Here are some suggestions. Ignore at your own risk. There is no lifeguard on duty.
It is easy to criticize. It is hard to do. I have criticized the gatekeepers at the game stores for heading towards a day when all games will have to pass a formula before getting approved. Now I am proposing an alternative.
The game industry is again a gated community. Stores require yes votes from the public or approval from a junior business development specialist. This all leads to games only getting through who fit through their hole. Hence games all start to look alike.
"Let's Play" are the game commercials of the future. They are free so they help out indie developers. They are done by indies so people can trust them. Bullpucky! Read on.
[Blog - 03/08/2014 - 07:19]
Looking back, having your game ...
Looking back, having your game on multiple platforms is also important. You may get lost on iOS and take off on Android. That success then bleeds back into iOS.
[Blog - 03/09/2015 - 06:22]
5000 would not help much. ...
5000 would not help much. Slain was funding 3 months after 8 months of development. We were looking to fund 60 of development. We set the amount such that if we were successful we could start with confidence that we had enough to finish. r n r nThe demo is ...
[Blog - 02/13/2015 - 02:14]
I think they do need ...
I think they do need better ways to find what you are looking for. I have tried to find a title I knew was on Steam and I couldn 't. I had to find it through recent releases.
[Blog - 02/09/2015 - 02:28]
The people who have played ...
The people who have played the game know it will be a success. It was not a pattern game by any means. The controls still are unique. No game has duplicated them. It truly is fun even now. Basically it is timeless. That is why I chose to do it. ...
[News - 10/28/2014 - 08:11]
[Blog - 08/22/2014 - 10:24]
Many junior programmers have no ...
Many junior programmers have no idea how to finish a game. You can hire 50 junior programmers and never finish or two senior programmers and finish in six months. You need experience to close out a project or you get caught up in feature creep. Or they write unsupportable code ...