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Josh Sutphin's Blog   Expert Blogs

 

I'm Josh Sutphin, the founder of Kickbomb Entertainment. I’ve made it my mission to create satisfying indie games according to a clearly-defined set of design values. I'm currently working on a mouse-driven side-scrolling shooter called Legacy of the Elder Star, due out on Steam in April.

Before founding Kickbomb, I was the lead designer at LightBox Interactive, creators of the 2012 PS3 shooter Starhawk, and before that I was a designer on Incognito Entertainment's award-winning PS3 shooter Warhawk. I also created the Ludum Dare-winning RTS/tower-defense hybrid Fail-Deadly, and I'm a co-founder of the Utah Games Guild, an organization dedicated to growing and supporting the Utah indie game dev community.

Twitter: @invicticide
LinkedIn: linkedin.com/in/invicticide

 

 

Expert Blogs

Posted by Josh Sutphin on Thu, 25 Feb 2016 07:39:00 EST in Business/Marketing, Indie
This is it: our massive recap of showing Legacy of the Elder Star at MAGFest for 74 hours straight. Loads of specific advice for indies inside!


Posted by Josh Sutphin on Tue, 22 Sep 2015 01:32:00 EDT in Business/Marketing, Console/PC, Indie
Vetting a PR company is about more than just the size of their press list or their social reach. We ran into a surprising and totally unexpected problem, and we're here to share what we learned.


Posted by Josh Sutphin on Tue, 17 Feb 2015 06:52:00 EST in Business/Marketing, Design, Indie
"Satisfying, best-in-class game feel" is now a key, driving principle of my own studio, Third Helix. And this is exactly what you need: a clear, concise statement of what you stand for that will guide your business for (hopefully) many years to come.


Posted by Josh Sutphin on Mon, 04 Nov 2013 03:28:00 EST in Business/Marketing, Design, Production, Indie
I left AAA to go indie, and then screwed up a bunch. Here is my sordid tale of failure (and how it might actually prove beneficial in the long run).


Posted by Josh Sutphin on Mon, 07 Oct 2013 03:27:00 EDT in Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet
In this Unity-focused article, Iíll teach you how to overcome API omissions by using extension methods to add functionality to built-in classes and classes defined inside third-party plugins.


Posted by Josh Sutphin on Sun, 19 May 2013 02:06:00 EDT in Design, Indie
I'll present an overview of a number of techniques I've used to a create a classic 2D pixel art look in Unity.



Josh Sutphin's Comments

Comment In: [Blog - 09/25/2015 - 12:31]

As the stores increased in ...

As the stores increased in size so inversely the exposure a game would get decreased. This is why How do I make a good game started to be replaced with how do I get my game discovered . r n r nExactly how I ve felt about Gamasutra articles for ...

Comment In: [Blog - 09/22/2015 - 01:32]

Definitely getting that feeling, on ...

Definitely getting that feeling, on both points. :

Comment In: [Blog - 08/17/2015 - 02:01]

This is a really good ...

This is a really good article. As a designer I 'm personally obsessed with these kinds of feel-y details, so I 'll admit I read this with a very critical eye... but for each solution you presented I found myself nodding along, saying yup, that 's exactly right . I ...

Comment In: [Blog - 06/24/2015 - 10:28]

It 's a shame you ...

It 's a shame you haven 't gotten more comments on this and earlier articles in the series, because this project sounds fascinating. r n r nI don 't suppose you have, or could post, a video demonstration at some point It 's interesting to read about but I 'd ...

Comment In: [Blog - 06/04/2015 - 01:25]

It sounds like you had ...

It sounds like you had some problems with git Unity that could have been avoided with the correct initial setup. I can 't say for certain since I don 't have all the details - just the summary in your post - but that 's my first guess, especially since ...

Comment In: [Blog - 06/02/2015 - 01:30]

On paper, I 'd be ...

On paper, I 'd be inclined to agree with you. But in practice, having spent several years of my life working in an environment in which every one of my design decisions was questioned, second-guessed, and debated to the point of absurdity, I 'm gonna have to side with the ...