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Thomas Henshell's Blog

 

I took a round-about path into games.  I worked in business software for 20ish years, programming, estimating, and leading large enterprise projects.  Then it was time to take the plunge into game dev.

I'm a serial entrepenuer.  In 2004 I started my software company, since then I've added a retail board game store, a grocery store, a fashion boutique, and now a game dev studio.

I made two games for mobile that you probably never heard of and I'm sure you never played.  

Now I'm working on a new kind of RPG for PC called Archmage Rises.  People seem to like it, maybe you will too.

Web:
ArchmageRises.com

Twitter:
twitter.com/LordYabo

Facebook:
facebook.com/ArchmageRises

LinkedIn:
linkedin.com/in/thomashenshell
 

 

Member Blogs

Posted by Thomas Henshell on Fri, 20 May 2016 06:50:00 EDT in Design, Indie
RPGs feature immersive worlds and epic narrative arcs, yet everything is stuck in time stasis: no NPCs age or die of natural causes, quest problems stay put. Archmage Rises explores: What if the passage of Time was a resource?


Posted by Thomas Henshell on Fri, 13 May 2016 01:45:00 EDT in Design, Art, Indie
Where do monsters come from? Here we show a simple step by step process on how we created one of the more unique creatures in the open world RPG Archmage Rises.


Posted by Thomas Henshell on Tue, 27 Oct 2015 01:12:00 EDT in Business/Marketing, Design, Production, Indie
Much of life is selling.The developer of Archmage Rises shares proven techniques he learned from the corporate world, indie dev, and entrepreneurship - so you don’t have to.


Posted by Thomas Henshell on Wed, 14 Oct 2015 03:48:00 EDT in Design, Art, Indie
“Real artists take the misery and sadness of life and translate it into art.” -- Josh Peck How a medical scare with my newborn affected the quest design in my role playing game.


Posted by Thomas Henshell on Tue, 15 Sep 2015 02:43:00 EDT in Business/Marketing, Production, Indie
In relation to kickstarter verdict today I share from personal experience maybe those traditional barriers to success I/we scorn are actually helpful. They force us to slow down, learn, grow, and prepare for success for when it finally comes our way.


Posted by Thomas Henshell on Mon, 08 Dec 2014 01:44:00 EST in Business/Marketing, Design, Production, Console/PC, Indie
Selling is an art in itself. The developer of Archmage Rises shares what he learned from the corporate world – so you don’t have to



Thomas Henshell's Comments

Comment In: [Blog - 05/20/2016 - 06:50]

I like what you are ...

I like what you are saying. I think you are right about potentially discouraging player experimentation. I 'm going to try and keep my eyes open about that.

Comment In: [Blog - 05/13/2016 - 01:45]

Yes, I meant a battle ...

Yes, I meant a battle should be engaging and threatening not like the throw away battles in Final Fantasy inbetween the interesting boss fights. r n r nI was playing diablo 3 last night just for kicks. I find the game has me killing monsters as difficult as the pots/barrels ...

Comment In: [News - 01/21/2016 - 04:13]

The difference, according to Gage, ...

The difference, according to Gage, comes down to the physicality of dice. r nI don 't think so Zach isn 't looking deep enough to find the real answer. The excitement found in dice is in the near win . You know you need a 4 and you roll a ...

Comment In: [News - 11/05/2015 - 04:03]

Good read Tanya. Here is ...

Good read Tanya. Here is a complimentary gama article on 12 specific techniques on how to pitch: r nhttp://gamasutra.com/blogs/ThomasHenshell/20141208/231717/12 Tricks to Selling Your Ideas Your Game Yourself.php

Comment In: [Blog - 10/14/2015 - 03:48]

Thanks Ivan for sharing. I ...

Thanks Ivan for sharing. I 'm so happy to hear things turned out well with the kids and with your wife. r n r nI am well aware I had only a tiny taste of what you went through. In some ways, I felt bad having the healthiest baby in ...

Comment In: [Blog - 09/08/2015 - 01:23]

Thank you for sharing what ...

Thank you for sharing what was probably difficult to share