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September 24, 2017
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James Buckle's Blog

 

I'm currently an Indie Developer, I go by Engage Pixel.  You can follow me on twitter @engagepixel.

I'm working on a Thrust-inspired twin-stick shooter called 'Captain Kaon'.  It's a fun little game where you pilot a gunship through caverns and tunnels completing missions.  It's been in development for two years so far and has just entered Greenlight.

Prior to this is spent 12 years at The Creative Assembly, where I was Lead Tester on Total War.

 

Member Blogs

Posted by James Buckle on Mon, 03 Jul 2017 09:16:00 EDT in Production, Indie
Making a game is more than just writing code and doing a bit of art. Come this way and I'll pass on the lessons I learnt managing and promoting Captain Kaon.


Posted by James Buckle on Tue, 27 Jun 2017 12:36:00 EDT in Design, Production, Indie
After a long four years I've finally finished my game. Come this way and I'll share the highs and lows of development.


Posted by James Buckle on Mon, 27 Mar 2017 10:40:00 EDT in Business/Marketing, Production, Indie
I've come to the end of my Early Access period and I'm wondering is it worth it, or is Early Access dead?


Posted by James Buckle on Mon, 09 May 2016 08:06:00 EDT in Business/Marketing, Production, Indie
After 6 months without success, itís time for a mini post-mortem on my first Greenlight campaign. If youíre looking at trying to get your project through Greenlight, I hope the lessons Iíve learnt are useful to you.


Posted by James Buckle on Mon, 25 Jan 2016 02:01:00 EST in Business/Marketing, Production, Indie
In my continuing quest for Greenlight success I tried to use Reddit adds for promotion. It didn't go well. If you're thinking of using paid advertising to promote your game, you should read this cautionary tale.


Posted by James Buckle on Tue, 01 Dec 2015 01:41:00 EST in Business/Marketing, Production, Indie
Thinking of putting a game through Greenlight? Here are some of the problems I've been encountering trying to get my own game through.



James Buckle's Comments

Comment In: [Blog - 03/27/2017 - 10:40]

Agreed. I was kind of ...

Agreed. I was kind of fortunate that I had a hard limit of how long I could develop for based on available funds, but I also had a solid idea of how I would finish development and had begun cutting features. r nOf course, if I had some how made ...

Comment In: [Blog - 10/29/2015 - 07:55]

I 'm hoping to get ...

I 'm hoping to get some playtesting done soon. I 've got a new build on the way, I 'm going to post the link on some indie forums that give feedback.