Gamasutra - Blogs Taro Omiya's Blogs Thu, 29 Jan 2015 01:22:24 EST en-us (Simon Carless) What I achieved in 2014 - by Taro Omiya http://www.gamasutra.com 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. http://www.gamasutra.com Mon, 05 Jan 2015 01:17:00 EST Suddenly, Thousands Post Mortem - by Taro Omiya http://www.gamasutra.com 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. http://www.gamasutra.com Wed, 22 Oct 2014 03:19:00 EDT "Not a Clone" Post Mortem - by Taro Omiya http://www.gamasutra.com 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. http://www.gamasutra.com Tue, 30 Sep 2014 01:46:00 EDT The #OneGameAMonth 2013 Post-Mortem - by Taro Omiya http://www.gamasutra.com 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 http://www.gamasutra.com Tue, 21 Jan 2014 03:34:00 EST Global Game Jam 2014: Do's and don'ts - by Taro Omiya http://www.gamasutra.com 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. http://www.gamasutra.com Sat, 18 Jan 2014 10:23:00 EST The rest of the design notes for The Sentient Cube - by Taro Omiya http://www.gamasutra.com 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. http://www.gamasutra.com Wed, 08 May 2013 08:38:00 EDT