Karin is the CEO & Creative Director at Golden Moose Studios. She also does some AI & Game Design Consulting work and freelances as Localization Marketing Specialist for LAI Global Game Services.
She has 5 years of game industry experience, previously an AI Designer at Avalanche Studios in Stockholm (and Producer at Voltage Entertainment before that). She currently works as a "digital nomad," traveling throughout the Asia Pacific as Golden Moose Studios develops its first title. (You can read about Golden Moose's digital nomad adventures on the studio's blog.)
She is available for worldwide speaking engagements and game design consulting work, when your team needs "a 2nd pair of eyes." Reach out at firstname.lastname@example.org.
She holds a Master's of Business Administration (MBA) in International Management, as well as a diploma in game design. She has experience in Unreal Engine 4, Unity 5, homemade engines; C#, C++, and scripting languages.
She enjoys connecting with other developers - Feel free to reach out!
Karin Skoog of Golden Moose Studios discusses the challenges in designing for a difficult, roguelike game. She explores questions such as - how can designers determine appropriate game balance as they become better at their own games?
A detailed dive into the AI design behind the animals in Avalanche Studios' theHunter: Call of the Wild.
In Golden Moose Studios' 2nd indiedev diary, they share mistakes made with their first prototype and how they recovered...plus tips for other indie developers!
What is it like to start an indie game studio and create a story-driven prototype? Find out with Golden Moose Studios' blog post!
An explanation from global game publisher LAI Global Game Services on how the new regulations in China impact mobile developers releasing their games in the Chinese marketplace.
My list of the top 3+ games of 2013 (with a runner up included!), beginning with Starbreeze's Brothers and exploring my fascination with the innovative strides taken by indie developers.
[Blog - 08/09/2017 - 10:07]
Good question. The terms roguelikes ...
Good question. The terms roguelikes and roguelites still have a looser definition than many genres, and a lot of people don 't seem to agree on a definition at this point. r n r nWe will have some randomized elements in the game, mostly having to do with enemy spawns, ...
[Blog - 08/01/2017 - 01:15]
Thanks for sharing I left ...
Thanks for sharing I left AAA last year to pursue indie development. We 're currently a 2 person team. r n r nOne of our biggest struggles has been scope. With each consecutive prototype on our 3rd now, which we plan to actually ship : , our scope became smaller ...
[Blog - 06/15/2017 - 10:08]
I 'm glad to see ...
I 'm glad to see a blog post here on the topic of failure. Thanks for sharing I posted an article along similar lines a few months ago and gave a presentation recently , regarding failed shelved prototypes http://www.goldenmoosestudios.com/indiedev-diary-2-throwing-it-all-out-the-window-getting-a-reboot/ . r n r nIt 's important that as an industry, ...
[News - 05/03/2017 - 04:00]
[News - 11/08/2016 - 06:30]
[Blog - 02/05/2015 - 01:26]