Most notably, I created Monaco, which went on to win the 2010 IGF Grand Prize and Excellence in Design awards. Monaco is a co-op stealth game set in an Ocean's 11 style universe.
I started Pocketwatch Games in 2005. Our first title, Wildlife Tycoon: Venture Africa, was made for $8,000 in 10 months and has now sold around 100,000 units. The followup to that game, Venture Arctic, was critically acclaimed, claiming the Sim Game of the Year award from GameTunnel.
Before I went indie I worked in the AAA world as a programmer. At TKO Studios we worked with EA on the critically derided Goldeneye: Rogue Agent and the commercially ignored Medal of Honor Breakthrough.
Before TKO I worked at Presto Studios on the first ever XBox Live title, Whacked!
I love RTS. But I hate RTS. We’re making an RTS. (it’s codenamed [ARMADA]) We're starting Open Development today!
Monaco just finished up its two week run in Humble Indie Bundle 11. Here's a quick dump of the stats, the revenue, and theories as to improving future performance.
Game Design should be covered by Copyright law, not Patent law. The Ninja Fishing/Ridiculous Fishing case illustrates why.
This is the story of how Monaco came to be. Monaco is a 4 player cooperative stealth game that was nominated for the Grand Prize and Excellence in Design in the 2010 IGF.
This is the story of how Dinosauria came to be. In fact, the entire Venture series was born in a dorm room in 1998, and has been percolating in my head all these years.
A complex web presence can be either invaluable or a waste of time. If you decide to do any web marketing, like the Wolfire guys, you'd better dive in and do as much as you possibly can. And start with a CMS.
[News - 08/07/2014 - 04:15]
In practice, the short sessions ...
In practice, the short sessions have had all the drama of a longer sc2 game, just condensed. The nice thing about this is that it allows for rematches, which allows for more meta. Check out the twitch stream if you wanna see for yourself
[Blog - 03/12/2014 - 12:52]
Awesome, glad you like Monaco ...
Awesome, glad you like Monaco so much r n r nFast, time pressured is definitely a core part of the game, but sadly the interface to typical RTS games is so complex that the actual physical interaction at that pace is IMO not a fun skill to learn. I also ...
[Blog - 03/04/2014 - 07:55]
Steam revenue for the two ...
Steam revenue for the two weeks before Humble Bundle was 10650, revenue during the Humble Bundle was 9812. There obviously is a small difference, but not enough to attribute to more than noise and the game aging.
[Blog - 05/13/2013 - 03:56]
My Google Alert brought me ...
My Google Alert brought me here. Very interesting and entertainingly readable post My perspective on the subject is that the industry and that includes anyone who makes games, commercial or no has become more of a continuum, with some AAA studios adopting practices explored by indies THQ Humble Bundle , ...
[News - 09/27/2012 - 04:42]
We 're in closed beta ...
We 're in closed beta right now... slowly adding more players in. We won 't be doing an open beta, but we are getting relatively close to release Sorry about the wait :
[Blog - 08/16/2011 - 09:00]
I agree that game mechanics ...
I agree that game mechanics should not be patented. But I don't see why you feel that game mechanics are any less of a creative expression than art or sound or music. I believe they are, and as such should be protected in a similar way to art, sound and ...