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April 19, 2014
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Luke Schneider's Blog   Expert Blogs

 

Luke Schneider has been making independent games since 2010, and been a developer in the industry since 1997.  He's released an armada of high-quality arcade-style games for XBLIG, PC/Mac, and iOS as Radiangames.  Prior to founding Radiangames, he worked as a senior/lead designer at Volition (Red Faction: Guerrilla, The Punisher) and Outrage before that (Red Faction II, Descent 3).

 

Expert Blogs

Posted by Luke Schneider on Tue, 09 Jul 2013 10:01:00 EDT in
A look back at my most requested article since I had to restart my website. All about the art style used in Radiangames' titles.


Posted by Luke Schneider on Wed, 26 Jun 2013 08:00:00 EDT in Business/Marketing, Design, Indie, Smartphone/Tablet
Radiangames' experience with its first F2P game (Bombcats) has not been a positive one. Here's everything I've learned and why I'll likely never be doing another F2P game.


Posted by Luke Schneider on Wed, 12 Jun 2013 10:29:00 EDT in Programming, Smartphone/Tablet
For a long time, I feared porting my iOS games to Android due to device fragmentation and other scary bugaboos. My 1st port took a couple days, but the 2nd only took a few hours. Here's a summary of what happened.


Posted by Luke Schneider on Wed, 19 Sep 2012 11:12:00 EDT in Programming, Console/PC, Indie, Smartphone/Tablet
The XNA-to-Unity series continues by focusing on rendering issues you may encounter.


Posted by Luke Schneider on Tue, 11 Sep 2012 10:08:00 EDT in Programming, Indie
Making or considering the transition from XNA to Unity? Read how Radiangames did it (part 1).


Posted by Luke Schneider on Thu, 12 Jul 2012 01:58:00 EDT in Business/Marketing, Console/PC
Be skeptical of Ouya, but not because of a lack of games.



Luke Schneider's Comments

Comment In: [News - 03/26/2014 - 12:51]

I was upset by the ...

I was upset by the news at first too. Today I 've come to the conclusion: It 's good short-term, doesn 't matter long-term to games. We 'll get better, cheaper hardware in the 1st retail release. I 'm hoping for 2560x1080 or 2560x1440 85hz or something on that level ...

Comment In: [News - 07/18/2013 - 10:33]

Mike, thanks for putting this ...

Mike, thanks for putting this all into words, as I 've gotten the same impression: Nice intentions, but bad execution. r n r nI 've been considering doing a Kickstarter project for a while, and though I likely won 't be doing it for at least 6 months now, I ...

Comment In: [Blog - 06/26/2013 - 08:00]

No, Bombcats doesn 't have ...

No, Bombcats doesn 't have any recruiting mechanisms. Those are very time-consuming to integrate, but obviously if you 're going F2P they make sense.

Comment In: [Blog - 09/11/2012 - 10:08]

Yeah, they all used SpriteBatch, ...

Yeah, they all used SpriteBatch, but in Unity I have more control over the mesh itself, which I prefer. The next article will give a much better idea of whether it would work for you, but I can 't think of any reason it wouldn 't. The shaders can be ...

Comment In: [Blog - 07/12/2012 - 01:58]

E: They were originally in ...

E: They were originally in XNA, but I transitioned to Unity almost a year and a half ago. Unity isn 't perfect, but the platform flexibility is awesome. My games are still C -based, but now they run from Unity instead. For ports of Fireball and Ballistic, it took about ...

Comment In: [News - 07/10/2012 - 10:21]

As a developer of games ...

As a developer of games that work best with a controller mostly , I 'm intrigued. A standard console-based platform that would likely work with Unity and has an iOS-like low barrier to entry sounds cool to me. I 'm not quite ready to spend 700 for early access though. ...