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Blogs

Josh Sutphin's Blog   Expert Blogs

Hi, I’m Josh Sutphin, indie game developer and writer!

I was previously 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 left the AAA games business in March 2013 to pursue an indie career.

My most recent indie project is RTS/tower-defense hybrid Fail-Deadly. You can see all my video game work here, and my writing work is over here.

Follow me on Twitter: @invicticide

Expert Blogs

Making 2D Games With Unity  Featured Blogs
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.
Read More... | 15 Comments

Setting Up OUYA for Unity  Featured Blogs
Posted by Josh Sutphin on Sun, 05 May 2013 02:09:00 EDT in Programming
OUYA provides a Unity plugin, but initial setup is less than straightforward. Here's a simple step-by-step guide that'll set you up from scratch for OUYA development in Unity.
Read More... | 2 Comments

Doing Thumbstick Dead Zones Right  Featured Blogs
Posted by Josh Sutphin on Tue, 16 Apr 2013 12:40:00 EDT in
Thumbstick dead zones are a subtle thing, but handling them incorrectly can make your game feel awkward or broken. Here are some simple techniques I’ve learned over the last six years working on major PS3 titles Warhawk and Starhawk.
Read More... | 20 Comments

   

Josh Sutphin's Comments

Comment In: Making 2D Games With Unity [Blog - 05/19/2013 - 02:06]

Lovers did some very clever ...

Lovers did some very clever rendering tricks, as described in one of the more brilliant Gama blogs in recent memory: http://www.gamasutra.com/blogs/MattHammill/20130206/186138/Making Two and a half D art for Lovers in a Dangerous Spacetime.php r n r nTheir approach makes me feel like an amateur, frankly. r n r n can ...

Comment In: Cast Away [Blog - 05/15/2013 - 08:00]

I read through probably 300 ...

I read through probably 300 game design resumes while building the design team for Starhawk. You 've got more experience than 90 of those, easily, and I think the multi-faceted nature of your portfolio is actually an asset: it tells me you 're not a one-trick pony and that you ...

Comment In: Doing Thumbstick Dead Zones Right [Blog - 04/16/2013 - 12:40]

Sorry I missed this I ...

Sorry I missed this I wish Gama would email me when people respond to my article. : r n r nA dead zone value of 1 should prevent all input 1 means 100 stick extension . Anything above 1 should be effectively meaningless. Since you 're still getting drift, that ...

Comment In: How to be a Better Game Designer [Feature - 01/29/2013 - 04:20]

Having been in AAA design ...

Having been in AAA design leadership myself, I must say: this is the strongest article I 've seen on Gamasutra in years. r n r nBravo, sir. Bravo.

Comment In: Spam Me Not: Shouting above the noise in the game world [News - 10/23/2012 - 04:10]

I so hear ya. I ...

I so hear ya. I recently tried out several leading F2P games. For the most part, I found the constant shouting and spamming -- not to mention the patronizing tone of most of the games -- extremely off-putting, and sometimes downright offensive. I 'm having a hard time understanding how ...

Comment In: Is Halo: ODST's Design Mean Spirited? [Blog - 10/16/2009 - 01:12]

Hell. ...

Hell.

[More Josh Sutphin Comments]   

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