Shay Pierce makes games and lives in Austin, Texas.
Shay started designing and developing digital games at 13 years old, and began doing it professionally in 2003. He holds a BS degree in Computer Science, and has worked for such employers as Blizzard, Midway, NewToy, and OMGPOP. He is now sole proprietor of Deep Plaid Games LLC, an independent game development micro-studio.
Shay resides in the world's capital for cool geeks, Austin, TX. In addition to making and playing games of all stripes, Shay enjoys spending time with his wife and dogs; running; and growing hair.
People won't buy your game just because it has awesome gameplay - sad but true. Here's some pragmatic thoughts on solving this conundrum without having to be inauthentic.
I'm not seeing enough people talking about why the game "Papers, Please" is incredible and important, so I want to start that conversation by explaining why I hold that view! In part 1, a high-level overview of my reasoning.
I briefly talk about the OMGPOP/Zynga drama, and relate the indie projects I've been working on with my newfound freedom over the past year.
I ruminate on friction between AAA and indie developers, and whether Scott McCloud's four tribes of artists (Classicists, Animists, Formalists, and Iconoclasts) can be applied to the wildly different types of game-design auteurs that exist.
I apply a classic (and important) quote from Jon Blow to give some perspective on the current debate surrounding Steam and Greenlight, and add a few thoughts of my own about the rapidly-changing landscape of indie games.
My job is to create mathematical structures that evoke emotion.
[Blog - 04/07/2014 - 07:09]
Thanks for the writeup. The ...
Thanks for the writeup. The barrier between me and trying Haxe development continues to slowly erode. r n r nThat barrier would instantly erode a lot more if they would make their for-loops work like they do in almost every single other programming language ever made... I thought the whole ...
[Blog - 04/02/2014 - 12:25]
What a terrific little reflection ...
What a terrific little reflection on the sometimes surreal and stressful experience that these events can be. r n r nI 'll add: they get way easier after the first time... like a lot of things, just powering through and making yourself do it, even if you feel insufficient and ...
[Blog - 04/01/2014 - 12:45]
You can walk away. Not ...
You can walk away. Not signing and missing out is better than signing something bad and being part of it without recourse. r n r nI can attest to this r n r nIt 's hard to imagine an initial contract more gross than this one. Then again, they could ...
[Blog - 03/26/2014 - 02:04]
This is one of the ...
This is one of the most useful game dev blog posts I 've ever read on Gamasutra. This is a problem that 's not obvious from the outside, but is a big tricky question once you actually think it through. Great solution too - I will definitely use this trick ...
[News - 03/24/2014 - 07:27]
[News - 03/21/2014 - 04:25]
Wish I could 've attended ...
Wish I could 've attended this session. The decisions they made on what to remove and simplify from CCGs are subtle but brilliant, and a case study in accessibility for any game designer. r n r nAnd that Ben Brobe sounds like a fun guy to work with.