Gamasutra - Blogs /blogs/ Taro Omiya's Blogs Fri, 04 Sep 2015 09:11:34 EDT en-us (Simon Carless) TVGS Ludum Dare Real-World Meeting Post Mortem - by Taro Omiya Indie For Ludum Dare 32, we hosted our second Ludum Dare Real-World Meeting here at the Tech Valley Game Space (TVGS) in Troy, NY, USA. How did it turn out? Get ready for the super-detailed TVGS post-mortem! Fri, 15 May 2015 01:01:00 EDT I hate my popular game: Star Driller Ultra post-mortem - by Taro Omiya Design In less than a week of submission, my third Ludum Dare entry, Star Driller Ultra has 76 votes, making it the most popular entry I’ve put up in the Game Jam. I have a major confession to make about the game: I hate it. Mon, 27 Apr 2015 12:52:00 EDT How to make the graphics for Star Driller Ultra - by Taro Omiya Art,Console/PC,Indie So a lot of praises has been made about the graphics in our Ludum Dare game, Star Driller Ultra. How did we make such beautiful graphics in a short amount of time? Well, actually, it’s a lot easier than you think. Fri, 24 Apr 2015 01:43:00 EDT Developing a Style - by Taro Omiya Audio,Design,Programming,Art,Indie Style is an important method to distinguish yourself from others game developers. I describe a method for seeking a design, visual, and/or audio style that allows the developers to be honest and unique. Mon, 23 Mar 2015 12:53:00 EDT 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