Alistair splits his time between developing games and world domination. He fills the roles of programmer, producer, designer and semi-controversial blogger. He has released games for PC, iOS 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.
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
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.
Facebook just announced they will be acquiring Oculus for $2B. The internet is ablaze with almost unanimous displeasure about this announcement and I’d like to dig into why, despite an initial surprised reaction, I am happy about this acquisition.
How we are using Unity for our 4th game. The 3rd party tools we use and how we lay out our projects.
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.
Well, the world didn't end (of course) so it's time to look to the next twelve months and predict what we might see in 2013. Here are my predictions for the video game industry in 2013.
A run down of what went right and wrong with the release of Battle Group. From perfect score reviews to critical bugs on day one. How we released a game on four platforms simultaneously.
[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 ...
[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.
[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.
[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 ...
[Blog - 11/08/2011 - 10:14]
Great point Timothee. It's easy ...
Great point Timothee. It's easy to forget particularly deep in crunch that the creation of code is often the easiest part. It's not until weeks or months later that you go back over this code that the real challenge begins. Code reviews and pair programming are great ways of reducing ...
[News - 05/30/2011 - 05:03]
Great list. We also use ...
Great list. We also use Acunote - http://www.acunote.com. It lets us to task tracking using Scrum and has a nice built in wiki for game design docs and other collaboration.