Peter Angstadt's Blog
I'm the Co-Founder, Engineer, and Designer at Turtle Sandbox. Our first game is the award winning action strategy Cannon Brawl. I've learned a ton during it's development and hope share it all with other developers.
I'm also now a full time gameplay engineer at Giant Squid Studios, working on Abzu.
Here are some of the struggles my developer friends and I have had with playtesting, and how we deal with them.
If you are a indie game developer and you are maintaining your own custom engine, youíre already behind the competition.
Here's a recap of best talks I saw at GDC this year and where you can check them out online right now, plus how you can attend if you can't afford the big cost on the pass.
Are players missing important gameplay elements on screen? Hereís a technique to help make your game's visuals easier to understand for the player.
There are some dangerous hazards in game development that donít get talked about much. Hereís a few that I have run into working on Cannon Brawl and talking with fellow developers.
Fast and continual iteration is key to making a good game. But how exactly do you iterate? When do you keep going on a feature and when do you scrap it?
Peter Angstadt's Comments
[Blog - 11/03/2015 - 01:09]
This is a great mindset ...
This is a great mindset for thinking about kickstarter and indie game projects in general. Really good stuff here, this is a great resource
[Blog - 05/05/2015 - 01:22]
I was probably a bit ...
I was probably a bit too broad with the title and didn 't define 'tech ' as well as I could have. To clarify I mean core tech/engine rendering, shader pipeline, asset pipeline, platform porting, etc . Certainly any game is going to have some interesting technical challenges that will ...
[Blog - 03/12/2015 - 01:54]
That would be cool In ...
That would be cool In the meantime, this guy wrote something that might float your boat: r n r nhttps://medium.com/@erikdkennedy/7-rules-for-creating-gorgeous-ui-part-1-559d4e805cda r n r nIt 's 'app '-centric but a lot of it can be applied to games.
[Blog - 02/11/2015 - 03:39]
[Blog - 02/03/2015 - 01:50]
The first is very mechanical, ...
The first is very mechanical, which is going to work if your audience is other developers. The second one is going to be better for non-developers. I 'm more interested in the second one, even though I 've played R-type and Ikaruga. r n r nHere 's another take that ...
[News - 08/07/2014 - 04:15]
I 'm working on Cannon ...
I 'm working on Cannon Brawl, which also is very much an answer to the question of how do you make an RTS with the gamepad. Using 4 buttons and one analog stick, we ended up with some definite similarities to Herzog Zwei and Airmech, another console 'RTS ' but ...