Matt Hackett's Blog
Game developer in Los Angeles.
I postcast about game dev on Lostcast.
I curate game dev resources on Game Dev Treasure.
I made Indie Game Sim.
Let's be friends on Twitter.
A solo developer's struggle with creativity, depression, and finding a unique voice.
Here's an in-depth production analysis of A Wizard's Lizard, a Steam game funded unconventionally and built with web technology.
A Wizard's Lizard: an HTML5 game on Steam?! Yes, it's true! Here are the sales numbers.
HTML5 is a controversial development platform. So what's it like to actually work in it? Let's talk about what it was like making HTML5 games in 2013.
Crypt Run launched on Kickstarter July 12th and ended August 11th with 180% of its funding goal. Let's talk about what worked, what didn't, and lessons learned for future campaigns.
Crypt Run launched on Kickstarter exactly one week ago today. Here's a close look at how the week went and what kind of money the campaign managed to pull in.
Matt Hackett's Comments
[Blog - 02/13/2017 - 10:05]
Hey Ryan I really appreciate ...
Hey Ryan I really appreciate that. It 's hard for me to get personal because I 'm more comfortable focusing on the work, but I 'm trying to get better about it. This is very encouraging, so thanks. r n r nAlso I played Adventure Lamp and I think you ...
[News - 02/14/2017 - 06:53]
[Blog - 01/03/2017 - 05:08]
You 're gonna love this, ...
You 're gonna love this, Lars: you can put a at the end of any bit.ly link to see statistics about it: r n r nhttps://bitly.com/29gpebt r n r nGreat article, as always.
[Blog - 12/22/2016 - 10:46]
Defold is intriguing to me ...
Defold is intriguing to me because it 's primarily 2d, free, and it 's turnkey. Lua was a good choice and the tools seem solid, but I 've talked to some other devs about it and the complaints seem to be: r n r n1. It 's not open source. ...
[News - 10/20/2016 - 10:06]
[Blog - 09/11/2015 - 04:01]
Learning Unity is going well. ...
Learning Unity is going well. To be clear, we are not porting A Wizard 's Lizard, but working on the sequel in Unity. We 're approaching feature parity with the original, which is good. After that is just an avalanche of polish and miles of content