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Blogs

Matthew Hodge's Blog

I am the sole developer of Step 2| Digital Production. Step 2 is my start-up game development studio. I’m aiming for the serious game development scene, to provide more reliable income than the hit based industry. This revenue will help fund the down time I need to create my entertainment titles, which I’ve always wanted to do. I suppose the best way to sum up my reason for starting Step 2 is to say that it’s an effort to buy my own time, to make the games I dream of.

I received an AS in Digital Animation from Cerro Coso Community College. The focus was on game design; however I took over 100 units that range from game development to web and motion graphics design. I still continue to take courses with this college, as material is offered that interests me and/or betters my skills.

I’ve worked in the Fresno area of California as a web and multimedia professional since 2009. Upon starting Step 2, I hold the position of Senior Web/Multimedia Developer with a local branding agency.

My official blog can be found at my company site, www.step2digital.com

Thanks for reading.

Member Blogs

Be Your Own Boss? I Say Recruit Your Own Boss(s)!
Posted by Matthew Hodge on Tue, 04 Jun 2013 10:56:00 EDT in Indie, Design
Opening up my working desktop to the world invites all of the benefits to productivity that a boss would provide, with none of the negative hangups...
Read More... | 0 Comments

Take Your Planet to Work Day! (dev just got real)
Posted by Matthew Hodge on Thu, 23 May 2013 12:45:00 EDT in Design, Indie
Tomorrow (Friday the 24th) I will be starting a social experiment in audience building. I'm going to live stream my work day. I'll be working on animation and modelling for two projects, and some scripting in Unity3D. Chat will be available...
Read More... | 3 Comments

Every Game Artist Needs a Secret Little Tree
Posted by Matthew Hodge on Wed, 22 May 2013 01:41:00 EDT in Indie, Art
The pursuit of oil on canvas training has helped me mature as a 3D texture artist, begin to develop my own style, and take control of my environment visuals. Discover how more traditional art training can be an invaluable resource!
Read More... | 1 Comments

Crossroads | Gimmick vs Mechanic (cut or re-tool monetizing elements that subtract from the player experience)
Posted by Matthew Hodge on Thu, 31 May 2012 12:05:00 EDT in Design, Indie
In-game marketing can be done successfully. For this to happen the materials must be threaded into the game in a way that makes sense to the story, the world, and enhances the player experience.
Read More... | 0 Comments

Level Design Part II: Abridged Reality (Lessons from Castle Grayskull & the Cat's Lair)  Featured Blogs
Posted by Matthew Hodge on Thu, 24 May 2012 12:50:00 EDT in Design, Indie
In part II of this series, we look for level layout inspiration from classic toy play sets.
Read More... | 0 Comments

Level Design Part I: Personification (environments are characters too)  Featured Blogs
Posted by Matthew Hodge on Mon, 21 May 2012 11:15:00 EDT in Design, Indie
In part 1 of this 3 part post I show how I've developed my approach to level design for my game, "The Legend of Sky". This first part discusses my process of personifying the level, and is great idea to help one work through designer's block.
Read More... | 6 Comments

   

Matthew Hodge's Comments

Comment In: Take Your Planet to Work Day! (dev just got real) [Blog - 05/23/2013 - 12:45]

Thanks It was fun. Better ...

Thanks It was fun. Better yet, it provided a source of inspiration to work faster and smarter. The numbers weren 't that high though. I think I peaked at around 9. I 've decided to continue doing it, I can 't say no things that make productivity fun r n ...

Comment In: Level Design Part I: Personification (environments are characters too) [Blog - 05/21/2012 - 11:15]

Hey guys. In case you ...

Hey guys. In case you missed it, I wanted to let you all know that part two of this post series is up. It will probably be a couple weeks before I do part 3. The last part focuses on my art development, so I wanted to make sure it ...

Comment In: The Ticking Clock: Understanding Time Limits [Blog - 05/23/2012 - 01:14]

I m especially fond of ...

I m especially fond of point 3 on Handling Time Limits. The presence of a game clock can raise the player s sense of urgency however, I don t think frustration sets in unless time actually runs out. A nice setup would be to offer a generous amount of time ...

   

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