Rodain Joubert's Blog
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.
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.
A brief summary of how the broader debate about women and videogames has influenced some of the design processes in Desktop Dungeons.
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.
A range of experts answer one key game design question: is it better to add or take away?
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.
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
[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 ...
[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.
[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 ...
[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.
[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 ...
[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