Muir Freeland's Blog
How do you find your core demographic when your game is a hybrid of multiple genres?
We spent three years making a ten-hour-long game, but we learned that the first 30 seconds is the most crucial part.
In which we discuss the bone-chilling terror of spending three years to make an ad-and-microtransaction-free mobile game. What went right -- and more importantly, what could we have done differently? Read on for the answers!
Blowfish Meets Meteor is finally done!
Why difficulty is harder to design when you're oblivious to your own work.
Virtual buttons are holding mobile games back, and here's why.
Muir Freeland's Comments
[News - 03/07/2014 - 05:39]
[Blog - 02/26/2014 - 11:16]
I used to make a ...
I used to make a lot of stuff with RPG Maker in the early 2000 's. The first couple things I made were well and truly terrible. I remember packing this one game full of totally needless swear words because I thought it made the dialogue edgier or something. Obviously, ...
[Blog - 02/14/2014 - 01:59]
Awesome, thank you We 'll ...
Awesome, thank you We 'll be sure to keep everyone posted on how things go. If we can get this out there to a wider audience, we 'd be all for it
[Blog - 01/23/2014 - 05:13]
I can 't tell if ...
I can 't tell if you 're being sarcastic or not. Mario and Zelda are being pushed on people Metroid is a selfish vanity project
[News - 01/17/2014 - 04:05]
Nintendo invented, or at least ...
Nintendo invented, or at least popularized, the d-pad, the analog stick, rumbling controllers, motion controls as we know them, and on and on. They constantly experiment with and try new things. Not everything they do catches on, but when something sticks, it sticks -- and everyone tries to ape it. ...
[Blog - 01/02/2014 - 04:47]