Brian Kehrer is an independent game developer, based in New York City.
In 2008 he co-founded Muse Games, an independent game studio focused on developing new titles for PC and mobile. While at Muse he developed CreaVures, a puzzle platformer, and Guns of Icarus, a cooperative airship combat game. Before his departure, he directed, produced, and led game design for Guns of Icarus Online, a 32 player competitive version of Guns of Icarus, which launched in November, 2012.
Brian is currently working at Psyop, a premiere visual effects and 3D animation studio.
The views expressed by Brian are entirely his own.
Tight deadlines, constraints on marketing and monetization, and real world issues. This article details the design decisions on Nightmare: Malaria, a physics platformer built to raise awareness for the Against Malaria Foundation.
[Blog - 02/15/2014 - 06:22]
[Blog - 10/22/2013 - 10:25]
Great article, as usual. The ...
Great article, as usual. The fact that conversion rates are so low has always bothered me as a designer. I don 't understand the people who make these purchases well enough to design a game for them. When asked about designing what I will henceforth refer to as compassionless free ...
[Blog - 10/02/2013 - 09:26]
[News - 09/19/2013 - 07:23]
[Blog - 08/20/2013 - 12:00]
That wasn 't really the ...
That wasn 't really the point. r nThe OP 's question was why is there a gender gap in this industry To which I was asking why is there a gender gap in prerequisite math classes - and proposing one, admittedly, somewhat off-the-cuff rational. r n r nSure, once we ...
[Blog - 08/20/2013 - 03:46]
I 'm curious why you ...
I 'm curious why you wrote your engine from scratch, instead of utilizing one of many cross-platform development tools