Gamasutra - Blogs /blogs/ Taro Omiya's Blogs Sat, 28 Feb 2015 12:20:33 EST en-us (Simon Carless) What I achieved in 2014 - by Taro Omiya Business/Marketing,Indie Now would be a good time to look at 2014 in retrospect and see what I achieved. This includes going indie full-time, 7 finished games, and establishing a new local game developer community. Mon, 05 Jan 2015 01:17:00 EST Suddenly, Thousands Post Mortem - by Taro Omiya Design,Programming,Indie Suddenly, Thousands is a mob-controlling puzzle game developed for Bacon Game Jam 08. In this Post Mortem, we discuss the strength in Suddenly, Thousands' level progression, embracing accidents, and danger of making your development process open-source. Wed, 22 Oct 2014 03:19:00 EDT "Not a Clone" Post Mortem - by Taro Omiya Design,Indie,Smartphone/Tablet Developing this game was a significant departure from what I usually make, and while it's clear to me that I've polished my skills in making fun games, I'm still miles off from one that's capable of conveying a message, let alone a story. Tue, 30 Sep 2014 01:46:00 EDT The #OneGameAMonth 2013 Post-Mortem - by Taro Omiya 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 Tue, 21 Jan 2014 03:34:00 EST Global Game Jam 2014: Do's and don'ts - by Taro Omiya Audio,Design,Programming,Production,Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet 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. Sat, 18 Jan 2014 10:23:00 EST The rest of the design notes for The Sentient Cube - by Taro Omiya 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. Wed, 08 May 2013 08:38:00 EDT