Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 25, 2016
arrowPress Releases
September 25, 2016
PR Newswire
View All

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


Scott MacLean's Blog


I run a one-man shop called Green-Eyed Games, where I make small games with simple interfaces and interesting mechanics. My first title is Last Train to Timbuktu.

On Gamasutra, I blog about design, implementation, and business issues I encounter when I think they might be interesting to the wider game dev community. I also have a more general-purpose development blog at


Member Blogs

Posted by Scott MacLean on Sat, 25 May 2013 12:24:00 EDT in Programming
How I adapted a physical simulation of lightning for fast, lo-fi rendering.

Posted by Scott MacLean on Sat, 27 Apr 2013 10:51:00 EDT in Design
I wrap up my series on "designing a puzzle designer" with a look at how difficulty levels influence puzzle creation.

Posted by Scott MacLean on Sat, 23 Mar 2013 02:08:00 EDT in Design
I continue my series on "designing a puzzle designer" and dig into how and why the basic puzzles are elaborated upon.

Posted by Scott MacLean on Sat, 09 Mar 2013 02:40:00 EST in Design
The first in a short series of posts about how I designed the puzzles for Last Train to Timbuktu. Or rather, how I designed a puzzle designer, since all of the game's puzzles are randomly generated.

Posted by Scott MacLean on Sat, 16 Feb 2013 12:11:00 EST in Business/Marketing, Programming, Indie
Here is a simple, cheap system I developed to distribute updated versions of my games to customers.

Scott MacLean's Comments

Comment In: [Blog - 02/16/2013 - 12:11]

Thanks for the tip. I ...

Thanks for the tip. I haven 't experienced that myself. I wonder if it 's related to your location vs. the region the data is stored in, or whether the data is stored in a slower service tier.