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Thomas Henshell's Blog

 

Life is too short not to follow your dreams.

I love games and software design.  At 6 years old I was hooked when I typed in a BASIC game to my TSR-80.  I knew what I wanted to do; but how to get there? I took a very long winding road.

In the early 90's I completely ignored my studies in highschool and solely focused on teaching myself programming in C.  I made a new (incomplete) game almost every week.

During the DOT COM bubble of the late 90's I scored my first professional programming job, which eventually lead into building one of Canada's largest E-Commerce sites with a team of 25+ in C++ and XML.  But there was no creativity in it.

After 5 years I was sick of web, so in 2004 I founded a software company to enter the emerging enterprise mobile market (windows mobile, .NET C#).  Over 10 years we grew, built some amazing delivery and field force applications, won some awards, and gained industry recognition.  But it wasn't games and I was getting antsy.

So in 2006 I opened a tabletop gaming store Hobby Kingdom focused on Magic, miniatures, RPGs, and boardgames.  We've grown a great community of gamers, have awesome events, and had visitors from around the world.  But it wasn't making games.

So in 2011, with the support of my wife, I stepped down from running my software company to found Mirthwerx a two man studio to make educational mobile games.  But it wasn't making games I love.

So in 2014, with the support of a skeptical wife, I started working on the game of my dreams.  That game is Archmage Rises.  I'm a sole indie developer under the company name I've wanted since I was in highschool: Defiance Game Studio

I help others where I can; I guest lecture at Redeemer University in entrpenuership and programming. I speak at various gaming conventions around North America if I think I have something valuable to contribute.

Twitter:
twitter.com/LordYabo
Facebook:
facebook.com/ArchmageRises
LinkedIn:
linkedin.com/in/thomashenshell
Web:
DefianceGameStudio.com

 

Member Blogs

Posted by Thomas Henshell on Thu, 11 Sep 2014 07:48:00 EDT in Design, Console/PC, Indie
Making games could kill your enjoyment of *playing* games. Beware!


Posted by Thomas Henshell on Thu, 04 Sep 2014 05:25:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
Building a top-notch team and returning to civilization


Posted by Thomas Henshell on Thu, 28 Aug 2014 06:12:00 EDT in Design, Programming, Production, Console/PC, Indie
Getting back into the game dev groove while life happens


Posted by Thomas Henshell on Thu, 21 Aug 2014 03:37:00 EDT in Business/Marketing, Design, Console/PC, Indie
A daring indie developer embarks on a quest to rescue True Choice from the jaws of Avoidable Cost


Posted by Thomas Henshell on Thu, 14 Aug 2014 04:28:00 EDT in Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet
This week, the plan is to dive into the genesis of Archmage Rises


After spending 3 years releasing 2 titles to almost every mobile platform under the sun, this post explains why I am walking away from mobile to make hardcore games for PC.



Thomas Henshell's Comments

Comment In: [Blog - 09/16/2014 - 07:59]

I 'm currently using articy ...

I 'm currently using articy draft and loving it. It does a whole lot more than just branching story. r nhttp://www.nevigo.com/en/articydraft/overview/

Comment In: [Blog - 09/11/2014 - 07:48]

Interesting point. r n r ...

Interesting point. r n r nI had that experience with Starcraft II. For me, that game was 100 perfect. Nothing about that game was overlooked or left unpolished. Even the credits had a fast forward button I 'm looking at you UBI Soft r nAs a game dev I appreciated ...

Comment In: [Blog - 09/09/2014 - 08:34]

Really liking this series as ...

Really liking this series as I wrestle through how to put branching story lines into my game.

Comment In: [Blog - 08/07/2014 - 03:02]

I totally TOTALLY agree I ...

I totally TOTALLY agree I 've often thought: what is harder I 've not yet come up with one that is.

Comment In: [News - 08/25/2014 - 04:23]

Probably why he left. He ...

Probably why he left. He was making all the other coders look bad :- I enjoyed the talk, I love hearing inside bits about games I frequently play. Now I can use this against the AI Muhahaha.

Comment In: [Blog - 08/26/2014 - 12:40]

I liked your analysis of ...

I liked your analysis of achievements and I agree with your conclusion. r nFor what its worth, I think it is ok to release achievements you personally can 't do but know someone could.