Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 1, 2014
arrowPress Releases
October 1, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Rodain Joubert's Blog   Expert Blogs

 

One of the South African devs behind Desktop Dungeons, from QCF Design. Currently working as a freelance game designer -- my main project right now is Cadence but I keep doing other fun stuff on the side.

I really really like goats and goat-related stuff a little too much and I'm pretty sure that somebody will exploit this weakness sooner or later.

I'm also a full-blown cultist belonging to the mysterious and sinister association known as Make Games South Africa.

I code. I design. And I occasionally wear other hats as necessary. Typical indie dev stuff.

 

Expert Blogs

Posted by Rodain Joubert on Mon, 30 Jun 2014 08:54:00 EDT in Audio, Design, Indie
How does one work on an audio game using the "left-brained" mindset without messing up its creativity? Includes a model for various design goals that a sound game typically considers, and how this will influence my work on the audio game Cadence.


Posted by Rodain Joubert on Sat, 01 Mar 2014 01:06:00 EST in Design, Production, Art
A brief summary of how the broader debate about women and videogames has influenced some of the design processes in Desktop Dungeons.


Posted by Rodain Joubert on Thu, 13 Feb 2014 07:48:00 EST in Art, Indie
A rough startup guide for illustrators and "classically trained" artists who want to move towards the exciting and intense field of in-game assets. Written by some indie dude who has worked with several people going through exactly this transition.


Posted by Rodain Joubert on Wed, 30 Sep 2009 08:20:00 EDT in
A range of experts answer one key game design question: is it better to add or take away?


Posted by Rodain Joubert on Mon, 22 Jun 2009 10:37:00 EDT in
If you're a cash-strapped, two-bit dev with no marketing experience and a game to show the world, what do you do? Here's a few handy tips from a range of PR experts.


Posted by Rodain Joubert on Tue, 05 May 2009 02:09:00 EDT in Production
To many developers, South Africa is an elephant-laden, savannah-covered blip on the radar. But SA devs are making games, too.



Rodain Joubert's Comments

Comment In: [Feature - 03/29/2012 - 04:50]

I think that Mark alone ...

I think that Mark alone has stated what really needs to be said in this comment thread: viewing this article hell, let 's call it an opinion column to make things easier as an additive experience rather than a subtractive one is key. It is just another tool used to ...

Comment In: [News - 01/06/2010 - 08:53]

I was trying to explain ...

I was trying to explain something to someone about some stuff the other day, and it just so happens that it would've been better to direct them to your point about telegraphing instead. Very well put, sir.

Comment In: [Blog - 09/30/2009 - 08:20]

I'll agree with one thing ...

I'll agree with one thing for sure: the Einstein quote would certainly have been an important addition, and in retrospect it's a bit of a forehead slap that I missed that one out. I'm glad to see that this is generating some discussion. It's not a very black and white ...

Comment In: [News - 09/15/2009 - 03:27]

I've said this before, and ...

I've said this before, and I'll say it again: Wolfire are truly astounding indie game marketers. And their humour is delightful.

Comment In: [Feature - 08/26/2009 - 04:35]

Excellent article I've read its ...

Excellent article I've read its ilk in the past, but yours is definitely the one I'd point to first if I had to recommend something for indies to learn from. I'm humbled. I also love how the article itself doubles in places as a marketing prop for your own game ...

Comment In: [Feature - 08/20/2009 - 05:15]

1 on the final story. ...

1 on the final story. It's an interesting way to look at things. : As some have already mentioned, this is done fairly often with deadlines in quite a few fields. I've not ever seen it done with memory constraints, though