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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.

 

Member Blogs

Posted by Taro Omiya on Tue, 21 Jan 2014 03:34:00 EST in Business/Marketing, Design, Indie
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.


Posted by Taro Omiya on Wed, 08 May 2013 08:38:00 EDT in Design, Console/PC, Social/Online
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.


Posted by Taro Omiya on Fri, 03 May 2013 10:21:00 EDT in Design, Console/PC
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.


Posted by Taro Omiya on Thu, 02 May 2013 08:49:00 EDT in Design, Console/PC
The mini-post mortem of my Ludum Dare game, The Sentient Cube.


Posted by Taro Omiya on Thu, 24 Jan 2013 08:53:00 EST in
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

Comment In: [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.

Comment In: [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 ...

Comment In: [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: ...

Comment In: [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 ...

Comment In: [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.