Taro Omiya's Blog
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.
Having established the company at 2013, #OneGameAMonth proved to be a perfect opportunity to get a head-start on creating a library of games to work for in 2014. Brace yourself, because we'll be looking through several games at once in this long 2013 post
Global Game Jam 2014 is just around the corner, so I'm here to make a list of what you should do and shouldn't do in this wonderfully chaotic event.
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.
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.
The mini-post mortem of my Ludum Dare game, The Sentient Cube.
Here is some practical advice from a seasoned game jammer on how to make a game in 48 hours or less.
Taro Omiya's Comments
[Blog - 01/09/2014 - 09:06]
I completely agree. Global Game ...
I completely agree. Global Game Jam is the best place for beginners to learn how to make a game with a deadline, AND professionals to re-learn how to be creative. An excellent place where enthusiasm and will-power means more than experience and talent.
[Blog - 05/09/2013 - 09:02]
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 ...
[Blog - 05/02/2013 - 08:49]
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: ...
[Blog - 01/24/2013 - 08:53]
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 ...
[News - 03/01/2010 - 06:43]
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.