Sound Designer, Composer, Project manager and Creative Director, Indie Game Studio Owner and previously a Lecturer in ICT / Game Design / Game Development.
Previously a freelance Audio Engineer for OMUK, one of the UK's leading Dialogue production studios for the games Industry as well as working previously with their main competitor SideUK on multiple AAA projects. Also worked extensively with several small indie game studios in the position of sound designer, composer, game designer and project manager, often all at the same time. I've had the pleasure of working with some incredibly talented people on some really fun projects, some released and some that unfortunately never saw the light of day.
Started Dream Harvest in August 2013 where I undertook the task of hiring a talented team of Developers, Designers and Artists to work on multi-platform, genre blended titles. I project manage the team, assigning tasks and milestones, creative directing the projects with the aim of hitting our vision and always trying to get the best out of the team. We're currently having a great time working on a strategy / puzzle / god game hybrid called Failure (www.failuregame.com).
This is the transcription of a talk I did at an Indie Dev Workshop at the GamesBCN in Barcelona. It covers branding, communication and content strategy, how to find your community and how to build a Hub and work with your community to develop better games
Communities, the life blood your game. They're a measure of whether what you've created is actually any good. Right? So why do so many developers wait until after launch before starting to grow theirs?
How Failure failed on Kickstarter - A breakdown of our failings and what we have learnt from our failures.
A look at some of the tools that can be used to promote and market your studio and games on smaller budgets. I then take a closer look how we at Dream Harvest have used social platforms for promotion looking at the level of engagement from each platform.
This blog post is taken from our site at www.dreamharvest.co.uk where we share our thoughts on the industry as well as sharing our development of our first major release, Failure. This week we are discussing one of our systems, the Compiler.
This blog post is taken from our Weekly posts found over at www,dreamharvest.co.uk - this week Sven explains the process that he went through to update the graphics for our game, Failure as we shifted from Cross platform development to PC/Mac/Linux dev.
[News - 04/12/2019 - 12:00]
I personally think they have ...
I personally think they have the right idea. Discord really should be the main community hub for most studios. It has features that far outdo what even Steam offers with their community tools and Studios should be focusing on a single, central hub rather than spreading things across multiple locations ...
[News - 03/09/2017 - 09:11]
[Blog - 03/21/2016 - 02:23]
Thanks for the comments guys. ...
Thanks for the comments guys. I 'll address the points you all brought up in the morning as its super late here. I really appreciate the time you 've all taken to give us feedback. And thanks Christian for the nice comment about the last image.
[Blog - 09/08/2015 - 01:36]
[Blog - 05/04/2015 - 01:51]
Thanks for the feedback Aaron. ...
Thanks for the feedback Aaron. We love JIRA, its a great platform, we also use JIRA Agile for all our project management / task tracking / sprint planning, so really handy that we get that tight integration. r n r nIf you were 'nt to move to JIRA, how would ...