Gamasutra - Blogs Taro Omiya's Blogs Wed, 22 Oct 2014 04:05:01 EDT en-us (Simon Carless) "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 Understanding Katamari: the level design of The Sentient Cube - by Taro Omiya Design,Console/PC How I designed the levels in The Sentient Cube, and how that has given me a better understanding of the underlying mechanic of the Katamari series. Fri, 03 May 2013 10:21:00 EDT Katamari love letter: The Sentient Cube post mortem - by Taro Omiya Design,Console/PC The mini-post mortem of my Ludum Dare game, The Sentient Cube. Thu, 02 May 2013 08:49:00 EDT