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Blogs

Quentin Preik's Blog

I'm the owner of Five Archers Corporation, a small indie dev, hidden away in quiet Port Hope, Ontario, where we work away on Steel Archers, our Wild West themed action RPG. (PC and Mac application)

I've been doing the full time indie thing since early 2012, and work on Steel Archers began in November.  It's coming along well, but it's amazing how much there is to do, especially for a team of two!

Member Blogs

Steel Archers and the Oculus Rift
Posted by Quentin Preik on Thu, 06 Jun 2013 07:14:00 EDT in Design, Indie
Struggling with the POV of the rift and the existing game elements in Steel Archers.
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Thoughts on my shiny new Oculus Rift (okay so it's matte)
Posted by Quentin Preik on Tue, 04 Jun 2013 08:12:00 EDT in Design, Indie
Received my Oculus Rift today, and it was my first time trying an OR. It has really impressed me, here are my impressions.
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Man when do I work on my game?
Posted by Quentin Preik on Tue, 04 Jun 2013 08:21:00 EDT in Production, Indie
In the past week or two, I"m not sure how much time I've spent on game development, or at least on game development as I (used to) think of it.
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Finally after like 7 months since I made the prototype, a scorpion replacement concept!
Posted by Quentin Preik on Sun, 02 Jun 2013 12:35:00 EDT in Console/PC, Art
Last November (2012), I started work on Steel Archers (the action rpg, dumping the mech sim prototype). The very same week I roughed in a few scorpions. At long last I've gotten back to replacing them! Presenting The Jumper!
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What did we learn? Keep a stable build ready to show off!
Posted by Quentin Preik on Fri, 31 May 2013 09:08:00 EDT in Design, Indie
Well after an IGDA Toronto social I showed some people a Steel Archers build. Of course it was the latest build and of course I'd been messing around with settings and it was basically on playable!
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Quentin Preik's Comments

Comment In: Inside the striking art and design of Hawken [Feature - 06/03/2013 - 04:35]

Such a great looking game ...

Such a great looking game - amazing ambience

Comment In: Rapid Level Creation On A Budget With Google Warehouse And Unity Pro - No Artist Required [Blog - 05/30/2013 - 06:46]

Geez I wasn 't even ...

Geez I wasn 't even aware of the static batching aspect of unity pro, thinking it was basically for navmesh and light baking, neither of which were applicable to my game So now i 'm rushing off to see what can be static : Thanks for the informative write up

Comment In: Four months of free Unity Pro for all Oculus Rift developers [News - 03/22/2013 - 05:07]

Can 't wait to tank ...

Can 't wait to tank all my productivity while I mess with my OR I 'm sure I 'll try and integrate into our game somehow, just not quite sure how

   

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