Luke Schneider's Blog
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).
A look back at my most requested article since I had to restart my website. All about the art style used in Radiangames' titles.
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.
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.
The XNA-to-Unity series continues by focusing on rendering issues you may encounter.
Making or considering the transition from XNA to Unity? Read how Radiangames did it (part 1).
Be skeptical of Ouya, but not because of a lack of games.
Luke Schneider's Comments
[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 ...
[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.
[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 ...
[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 ...
[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. ...
[News - 04/18/2012 - 06:36]