Proprietress of Sonic Toad Media & Consulting where I've brought you the very first tax guide meant just for indie developers, e-courses to come, and strategy and marketing services meant just for game developers. Come 2018-19, Sonic Toad Publishing is also going to be a thing as I've left the adventure game world for now to publish other indie developers in addition to my own works, prioritizing game creators in marginalized groups.
I'm making an incredibly stupid game about clam chowder expecting to be released in 2018. Please hold me to that, I beg of you. After that, I'm going to make a game about junk mail.
As the name implies, I love toads and other amphibious and reptilian companions. Toad-human relations are underestimated! Plus they're the best pet an indie dev can have: free debugging.
Resident business advisor/instructor at Playcrafting NYC. Be my Twit here and be sure to check out my Events page for upcoming live classes and speaking slots in your area!
Need to pick my brain for just a few minutes about your business strategy, selling your game, getting off the ground freelancing, or work-life balance? I'm on Clarity FM now! Hit me up there.
We keep hearing the clarion call of "There's too many games!" Is there really? Are we facing a crisis-- or just growing pains as an industry?
There are many takeaways to be had from GDC 2017. But one of them is that failure actually IS an option because it likely isn't what you think it means.
From a tax law expert's perspective, this bill's objective is primarily to increase AAA activity in New York but indie developers may actually see some benefits.
The rule of seven is one of the oldest marketing adages that is still relevant today: how can game developers use it? How can indie developers figure out who they are marketing to, then get seen by them at least seven times?
The incendiary piece by Alex St. John decrying AAA developers wanting reasonable work schedules has gotten a lot of people talking about crunch and unhealthy attitudes towards work. The reactions unraveled talking of passion, fear, and missed chances.
I came to GDC for two distinct reasons and went home not just accomplishing my goals, but utterly crushing them with even more than I bargained for. Most of all, I left with the realization I am living the dream after all.
[News - 04/04/2017 - 03:59]
That 's so horrible. : ...
That 's so horrible. : It 's a sweet and moving tribute that their friends and colleagues are picking up this game. r n r n And even if you rent your home, please get a carbon monoxide detector.
[Blog - 03/13/2017 - 10:15]
Congrats on your move to ...
Congrats on your move to go all in It can be scary leaving the security of a job even a part-time one which is actually what led me to start a second business-- which now provides more income and security than any part-time job but with more flexibility. For what ...
[Blog - 08/08/2016 - 04:11]
This is an account that ...
This is an account that all indie developers need to read. It sounds like you definitely learned a lot from this failure, and while it 's every indie dev 's fear-- it doesn 't discount the success that you had. But no less, this is a fickle business and we ...
[Blog - 04/18/2016 - 01:18]
That would definitely be an ...
That would definitely be an equitable way to justify crunch. While still bad for work-life balance, at least letting devs share in the rewards would take away the insulting part of no extra pay at all.
[Blog - 04/06/2016 - 01:31]
This is a beautiful analysis. ...
This is a beautiful analysis. I wrote about how game audio gets overlooked, and Undertale is a great example of what an evocative soundtrack can do for your game. Can 't wait to see Part 2
[Blog - 03/31/2016 - 02:29]
Super helpful Gonna need to ...
Super helpful Gonna need to know this for my studio 's foray into mobile. I think we 've gotten feel nailed down pretty well as the feedback I 've received so far has been an endless reel of busting out laughing.