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July 9, 2020
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Ed Kay's Blog

 

Ed Kay had been dreaming of making his own game since discovering the Doom level editor in 1996. But after a 15 year career as a game designer on titles like Call of Cthulhu, Bulletstorm and CounterSpy, it took many headshots, explosions and special moves to finally take the plunge into independent development. Ed released extreme physics climbing game Hang Line in 2019 and is now busy working away on a reto themed twinstick shooter about angry viral polygons. 

To keep informed when he writes new articles you can sign up to his Newsletter or follow him on twitter at @edform

 

Member Blogs

Posted by Ed Kay on Mon, 20 Apr 2020 10:33:00 EDT in Business/Marketing, Design, Production, Indie, Smartphone/Tablet
Part 3 of the Hang Line Postmortem, offering a complete project breakdown that covers budget, timeline, production data, tools and plugins used.


Posted by Ed Kay on Tue, 14 Apr 2020 11:39:00 EDT in Business/Marketing, Design, Production, Indie, Smartphone/Tablet
Part 2 of a 3 part postmortem of how I made my mountain swinging, goat grappling game Hang Line. This post focusses on the most important lessons that I learnt making the game.


Posted by Ed Kay on Tue, 07 Apr 2020 10:41:00 EDT in Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet
The story of how indie game Hang Line was created, from concept to launch. How I learnt new skills, cut corners, struggled with anxiety and ignored advice to find my own personal journey to success. And also how piracy can sometimes not be a bad thing!


Posted by Ed Kay on Tue, 01 Aug 2017 01:15:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
An in-depth look into the emotional challenges of making a game by yourself. Using the game Hang Line as a case study, this article gives suggestions of how to make it through hard times as a solo developer and how to find the motivation to finish.


Posted by Ed Kay on Mon, 15 May 2017 09:46:00 EDT in Design, Art, Indie
Why retro gaming isn’t just about pixel art and how to achieve a low poly art style in Unity. In this article I want to share a little bit my passion for polygons and explain how I’ve tried to recreate this style in my current game Hang Line.



Ed Kay's Comments

Comment In: [Blog - 05/22/2020 - 01:15]

Really interesting stuff, thanks for ...

Really interesting stuff, thanks for sharing

Comment In: [Blog - 04/20/2020 - 10:33]

Thanks for the feedback Fixed ...

Thanks for the feedback Fixed the link now : r nWill have to check out Screentogif.

Comment In: [Blog - 08/01/2017 - 01:15]

Thanks And good suggestion : ...

Thanks And good suggestion :

Comment In: [Blog - 05/15/2017 - 09:46]

Thanks, I appreciate it If ...

Thanks, I appreciate it If you 'd like a notification once the game is out, feel free to sign up on the website: http://www.hanglinegame.com r nCheers