Richard Hill-Whittall's Blog
I am the Head of Development at Icon Games Entertainment; responsible for the design and visual production of all titles and the organisation and staffing of the teams. I also plan all future product development.
Studio management, art direction, music & audio, project management, game design, business development, financial budgeting & planning.
Best Buds vs. Bad Guys - about a game I created with my son Lucas, who was 11-years old when we began (he is now 12, fast approaching 13!).
A look at the release and sales of “Life of Pixel” on PC, Mac and Linux over the past ten months.
I was inspired by David Galindo’s blog post series to put together a full summary of how our game, Life of Pixel, has fared since launch.
This post covers our recent experiences with a Groupees bundle, which included our game ‘Life of Pixel’.
We made some mistakes, and wanted to share those so you can avoid doing the same!
Our first Vita development experience has been an interesting one. Personally it has financially ruined me; so many months of development all funded by not taking any wages.
We have now reached a crossroads whereby we have developed our two titles, Pub Games and VTrax to a point, which is somewhere around Alpha. We are out of money now though, so the future is uncertain...
For the past 4 months we have been developing two titles for PlayStation Mobile – ‘Life of Pixel’ and ‘MegaBlast’... here are our experiences.
Richard Hill-Whittall's Comments
[Blog - 06/22/2016 - 10:24]
Thanks Carlos r n r ...
Thanks Carlos r n r nRegardless of the final Kickstarter outcome, one way or another Best Buds will be released. We just want to try and get that final polish in there, but if we can 't, we are still going to make it something special.
[Blog - 03/06/2015 - 07:16]
We did a few trailers ...
We did a few trailers - this was the latest, Steam launch trailer: r n r nhttps://www.youtube.com/watch v qykIcvlOno0
[Blog - 12/31/2013 - 12:16]
Thanks guys for the comments. ...
Thanks guys for the comments. r n r nRegarding the ready made assets - another great place to look is on gametextures.com. I found it at the end of Sports, so I don 't think I actually used their textures for Sports, but I certainly am on our new shooter ...
[News - 03/25/2013 - 09:48]
Brilliant stuff - I have ...
Brilliant stuff - I have been asking Sony for so long to loosen the concept approvals process, and now they 've effectively killed it. Very welcome news. r n r n@Matthew Mouras - It isn 't a hassle actually working with an Account Manager - it is actually a positive ...
[Blog - 01/03/2013 - 01:33]
Yep - sorry about that ...
Yep - sorry about that - should have added it. The link is: r n r nhttp://www.supericon.co.uk/our-vita-development-experiences/ r n r n r nSony have actually been really supportive, although I think currently they are looking for quite a specific sort of title from Indies. For example see the recent Futurlab ...
[Blog - 01/03/2012 - 04:59]
We've found so far Vita ...
We've found so far Vita great to work with, and from an art perspective which is my role I have found it incredibly powerful. So far all aspects of the engine conversion have gone as good as we could have hoped, and the dev tools and performance analysing stuff are ...