Welcome to Rubicon's Ramblings.
This is the new blogging home of independent game creators, Rubicon Development.
Yeah, who? With over 3.5 million customers, two game of the year awards and a BAFTA nomination, we put the "under" in "under the radar". So shhsh, don't tell anyone we're here!....
It's going to be me making all the posts and commentary, so here's a little about myself:
I've had a career in professional game programming spanning over 30 years, much of that in senior or lead roles, but you probably won't have heard of me before either.
The main reason for that is that a long time ago I made a decision to avoid working in massive teams on blockbuster titles and instead stuck with small to medium sized companies.
As cool as it is to say "I worked on Call of Duty" or whatever, I much prefer making a big impact on whatever it is I help develop, as it's much cooler to say "I made that". That's just not something you can really say when you're one tiny cog.
For the last decade I've been running a small independent studio, Rubicon Development, with co-founder Steve Haggerty. We set up Rubicon because we wanted to make original titles of our own, without publisher or investor interference, and have projects led by programmers how they should be.
To that end we've had some modest successes, mostly coming from our own IP creation, Great Little War Game, and it's much acclaimed sequel, Great BIG War Game.
Go play our stuff
Admittedly a little self-serving, but there's a real message in here about making sure you get everything right first time. Or pay the price forever...
Pirates are a lot of things. But why is one of those things not "embarrassed" ?
A sorry tale of over-expectation and under-performance, from the biggest CCG you've never heard of...
"Taken together, all of these factors should contribute to an overall CPI goal that backs out in an ROI-positive manner" -- is this actually English?
Late summer, 2012. "Great Big War Game" had launched and done reasonably well so we started to think... “what next?”
[Blog - 10/05/2015 - 01:52]
Wow that 's timely. We ...
Wow that 's timely. We 're adding this stuff to Combat Monsters for our next update and I 'm about to start designing the code tomorrow. Really. r n r nThis is a great crib sheet to get me started, much appreciated. r n r n Also thanks for being ...
[News - 08/10/2015 - 03:51]
Why aren 't there more ...
Why aren 't there more sequels to indie games r n r nBecause most indie studios don 't survive the first. The average income from an indie game won 't pay a low salary for one guy.
[Blog - 08/06/2015 - 12:43]
[News - 08/06/2015 - 03:30]
[Blog - 08/04/2015 - 05:37]
Thanks, that 's much appreciated. ...
Thanks, that 's much appreciated. Glad your own similar issues are improving too. r n r n The heroes did used to be for in-game currency once, but in all honesty we got a bit desperate to find /something/ that we could charge for that wasn 't vital to gameplay, ...
[Blog - 09/23/2014 - 09:49]
I have to say I ...
I have to say I feel like this too. r n r nJust as you think you 're getting somewhere, the goalposts move again. I feel like I 'm being taunted in life because all I can really do is work ridiculously hard. And contrary to what my parents told ...