Thomas Henshell's Member Blogs
Indies rarely talk about workflow. Yet how SPECIFICALLY does one go from an idea to a clear actionable task someone can code/drawn/etc? Based on a decade of experience (inside and out of games), we share our steps and tools involved in doing design.
I just returned from a successful GenCon 2016 with pre-order sales exceeding my expectations. Here is what worked, what didn’t, why, and lessons learned. Learn why the economic theories of Lemons and Signaling matter to indie game devs.
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?
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.
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.
“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.
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.
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
You aren't truly indie unless you are trying to hit a deadline while making soup! (Recipe included.)
Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track.
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