Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 29, 2016
arrowPress Releases
May 29, 2016
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Alistair Doulin's Blog   Expert Blogs


Alistair fills the roles of programmer, producer, designer and blogger. He has released games for PC, mobile and Xbox360 over the past seven years. Alistair is now an indie developer where he runs Bane Games, a Brisbane based game development studio that has just released its fourth game, Battle Group 2.

He is fanatically pragmatic, focussing on emergent gameplay and simple interfaces. With over ten years of software development experience he has recently become a Certified Scrum Master.

Game Credits:

Battle Group 2 - Steam (PC, Mac, Linux), iOS, Android
Battle Group - iOS, Mac, Android, PC
Flick Buddies - iPhone, iPad, Web
Battlestar Galactica - PC, Xbox 360
Zoo Quest: Puzzle Fun - Windows, iPhone, Nintendo DS
HotDogs HotGals - PC


Expert Blogs

Posted by Alistair Doulin on Wed, 04 Mar 2015 06:27:00 EST in Programming, Console/PC, Indie, Smartphone/Tablet
This tutorial takes you through the steps to start using Git with Unity.

What are your predictions for the video game industry in 2015? Here are mine.

Posted by Alistair Doulin on Wed, 09 Jul 2014 12:10:00 EDT in Design, Production, Console/PC, Indie
How do indie game developers with small teams create enough content to engage players for a reasonable length of time? I discuss possible solutions to this problem and would like to hear other people's thoughts.

Posted by Alistair Doulin on Wed, 26 Mar 2014 06:51:00 EDT in Business/Marketing, Console/PC, Social/Online, VR
Facebook just announced they will be acquiring Oculus for $2B. The internet is ablaze with almost unanimous displeasure about this announcement and Id like to dig into why, despite an initial surprised reaction, I am happy about this acquisition.

Posted by Alistair Doulin on Wed, 19 Mar 2014 12:03:00 EDT in Indie
How we are using Unity for our 4th game. The 3rd party tools we use and how we lay out our projects.

Posted by Alistair Doulin on Sun, 09 Mar 2014 08:11:00 EDT in Business/Marketing, Indie
Have you thought about making a Free To Play game? What is the current landscape of F2P? This post outlines the step from paid to Free To Play in our upcoming game, Battle Group 2 and how we (as Indie's) are planning to compete.

Alistair Doulin's Comments

Comment In: [Blog - 05/04/2015 - 01:51]

Thanks for the info How ...

Thanks for the info How were you calculating the memory usage in your examples Were you just using gc alloc in the profiler I 'm trying to find a programmatic way of finding these values.

Comment In: [Blog - 03/04/2015 - 06:27]

Thanks, and great advice. I ...

Thanks, and great advice. I mainly put it in Global as I create lots of prototype projects and it was annoying. Really I should just have the file handy and copy into the repo .gitignore.

Comment In: [Blog - 07/09/2014 - 12:10]

Totally agree with your thoughts. ...

Totally agree with your thoughts. I think with whatever option you choose tools are an absolute necessity. In Battle Group 2 we did this exact thing for our procedural land generation. The game could automatically generate land pieces at run-time and there was an option in the editor to do ...

Comment In: [Blog - 03/09/2014 - 08:11]

Thanks Phil. We will be ...

Thanks Phil. We will be showing Battle Group 2 off at GDC Play so drop by if you are about. I will be blogging about our success or otherwise in the coming months.

Comment In: [News - 12/12/2011 - 04:04]

@ Christian My original response ...

@ Christian My original response was @Stone, sorry for the confusion. I agree with what you're saying that they are 100 linked logically. All of these things sounds, visuals, etc give the player a view into the gameplay and therefore they are two sides of the same coin.

Comment In: [Blog - 12/08/2011 - 06:29]

Most projects I've been on ...

Most projects I've been on however the engine is usually complete, whether off the shelf or a proprietary engine carried over from previous games. In that case it's more about engine developers working on the glue that connects the gameplay to the engine and this is heavily lead by gameplay ...