Hi there! My name is Tobiah Marks.
I am a Game Evangelist at Microsoft. I also run my own independent game company called PlayPerro.
I am passionate for programming and game development. I love prototyping new game ideas and learning new tools and techniques.
I’ve lived in the San Francisco Bay Area my whole life. I have two Bachelors of Science degrees from Cogswell Polytechnical College in Sunnyvale. One in Software Engineer, focus in Game Engineering. The other in Digital Art Engineering, focus in Game Design.
After I graduated in 2009, I co-founded an independent game development company called Yobonja. Yobonja is most known for Blast Monkeys, a physics based puzzle game.
I started a second company in 2012 for my solo projects called PlayPerro.
In August 2013, I joined Microsoft as a Game Evangelist.
Interested in becoming an independent game developer? You have a choice. You could start "Now", "Later", or "Never". This is my argument for choosing "Now". Everything is a skill, start practicing today.
Pay close attention to the file size of your apps. The difference between a few megabits may be thousands of installs (or uninstalls prevented).
The question is, how can you do that? Here are some ideas to help reduce your size.
The most common mistake I see unprofitable developers make is treating their games as products, rather than services.
[Blog - 01/15/2014 - 03:21]
Even if you make a ...
Even if you make a solid argument as to why it is better for players not to have sales which, you do make solid points , it doesn 't matter. Players want sales. r n r nJust look at what happened to JC Penny 's when they did the Fair ...
[Blog - 01/06/2014 - 01:52]
Doctor Ludos makes good points. ...
Doctor Ludos makes good points. r n r nI would like to add that likely, if those games were really that great they wouldn 't be trying to make their money selling the source code in mass. r n r nLooking at sample projects can be a good way to ...
[Blog - 10/28/2013 - 01:21]
Hmm, iOS absolutely supports PNGs, ...
Hmm, iOS absolutely supports PNGs, and I am pretty sure Unity and Unity on iOS, as well as other platforms does as well. r n r nWhat errors were you running into Perhaps it had something to do with the type of png used