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Taro Omiya is the founder of Omiya Games, an independent game studio focused on experimental games. He also works as a GUI software engineer at Boeing, and a Game Developer for E4 Software, a mobile game company.
He has experience in game, software, and web development.
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Member Blogs
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The rest of the design notes for The Sentient Cube |
| Posted by Taro Omiya on Wed, 08 May 2013 08:38:00 EDT in
Social/Online,
Console/PC,
Design
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| Completing the analysis of the solo, 48-hour Ludum Dare project, The Sentient Cube, I provide an in-depth post of each game design decisions I made in every level, and why. |
| Read More... | 0 Comments |
Understanding Katamari: the level design of The Sentient Cube  |
| Posted by Taro Omiya on Fri, 03 May 2013 10:21:00 EDT in
Console/PC,
Design
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| How I designed the levels in The Sentient Cube, and how that has given me a better understanding of the underlying mechanic of the Katamari series. |
| Read More... | 0 Comments |
Katamari love letter: The Sentient Cube post mortem  |
| Posted by Taro Omiya on Thu, 02 May 2013 08:49:00 EDT in
Design,
Console/PC
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| The mini-post mortem of my Ludum Dare game, The Sentient Cube. |
| Read More... | 2 Comments |
Some advice on Global Game Jam 2013  |
| Posted by Taro Omiya on Thu, 24 Jan 2013 08:53:00 EST in
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| Here is some practical advice from a seasoned game jammer on how to make a game in 48 hours or less. |
| Read More... | 6 Comments |
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Coming Up With a Game in Global Game Jam |
| Posted by Taro Omiya on Sat, 11 Feb 2012 11:30:00 EST in
Design
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| Coming up with a game idea in a short time might seem difficult at first. But believe it or not, it isn't: understanding the context of the situation, and letting your gut reaction go wild generates a whole slew of creative game ideas. |
| Read More... | 1 Comments |
Taro Omiya's Comments
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Comment In: You Have an Idea for a Game - Here's Why Nobody Cares [Blog - 05/09/2013 - 09:02]
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Tell me, how many e-mails ... Tell me, how many e-mails from people you never met who promise you a great return on your investment have you answered r n r nTell me, how does your email, asking us to give your game idea money and resources, differ from the above r n r nI am ... |
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Comment In: Katamari love letter: The Sentient Cube post mortem [Blog - 05/02/2013 - 08:49]
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Hey, Jon Thanks for the ... Hey, Jon Thanks for the compliments And definitely give The Sentient Cube a whirl, and let me know what you think. I think I kept it faithful to Katamari pretty well minus some time-constraint mistakes . r n r nAs for the Nintendo 's advice, it 's actually pretty simple: ... |
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Comment In: Some advice on Global Game Jam 2013 [Blog - 01/24/2013 - 08:53]
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My main reason for suggesting ... My main reason for suggesting game engines are, of course, to help you get your game done faster. Really, any tool that you think will get the job done fast and well are perfect for Global Game Jam. r n r nBut since you 've asked, here are just a ... |
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Comment In: Princeton Review Names USC Top Game Design School [News - 03/01/2010 - 06:43]
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It seems that these rankings ... It seems that these rankings are based on commercial successes. It's the only explanation I can find that makes RPI ideal for the list, and why USC is ranked higher than DigiPen. |
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