Karin is the CEO of nomadic indie studio Golden Moose Studios, designing & programming as she travels through the Asia Pacific (since Fall 2016). Read about Golden Moose's digital nomad adventures on the studio's blog. You can also try out an early build of the studio's space shooter game, which combines 2D & 3D gameplay elements!
You may have read her recent, widely shared article on AI Design at Avalanche Studios "theHunter: Call of the Wild - Designing Believable, Simulated Animal AI."
She also serves as an AI & Game Design Consultant, as well as a Freelance Consultant & Marketing Specialist for LAI Global Game Services. (She advises on publishing deals, serves as a Producer for indie teams and is a prolific writer on game localization topics. Check out her interview about game localization on How Stuff Works!)
She has 5 years of industry experience and holds a Master's of Business Administration (MBA) in International Management, as well as a diploma in game design. She has experience in Unreal Engine 4, Unity 5, homemade engines; C#, C++, behavior trees and scripting languages.
She's been known to speak at global game industry events. Most recently, she spoke at a meetup in Wellington, New Zealand; an Arabic game jam in Sweden, and a conference in Mexico City, Mexico.
She enjoys connecting with other developers - Feel free to reach out!
Karin Skoog of Golden Moose Studios discusses the challenges in designing for a difficult, roguelike game. She explores questions such as - how can designers determine appropriate game balance as they become better at their own games?
A detailed dive into the AI design behind the animals in Avalanche Studios' theHunter: Call of the Wild.
In Golden Moose Studios' 2nd indiedev diary, they share mistakes made with their first prototype and how they recovered...plus tips for other indie developers!
What is it like to start an indie game studio and create a story-driven prototype? Find out with Golden Moose Studios' blog post!
An explanation from global game publisher LAI Global Game Services on how the new regulations in China impact mobile developers releasing their games in the Chinese marketplace.
My list of the top 3+ games of 2013 (with a runner up included!), beginning with Starbreeze's Brothers and exploring my fascination with the innovative strides taken by indie developers.
[Blog - 09/22/2017 - 12:09]
Interesting post. I haven 't ...
Interesting post. I haven 't lived in WA, but I have another pro for your list - If you 're starting an LLC in the US, California has the highest state taxes in the country, at 800 annually whether or not you release a game . r n r nIt ...
[Blog - 08/09/2017 - 10:07]
Good question. The terms roguelikes ...
Good question. The terms roguelikes and roguelites still have a looser definition than many genres, and a lot of people don 't seem to agree on a definition at this point. r n r nWe will have some randomized elements in the game, mostly having to do with enemy spawns, ...
[Blog - 08/01/2017 - 01:15]
Thanks for sharing I left ...
Thanks for sharing I left AAA last year to pursue indie development. We 're currently a 2 person team. r n r nOne of our biggest struggles has been scope. With each consecutive prototype on our 3rd now, which we plan to actually ship : , our scope became smaller ...
[Blog - 06/15/2017 - 10:08]
I 'm glad to see ...
I 'm glad to see a blog post here on the topic of failure. Thanks for sharing I posted an article along similar lines a few months ago and gave a presentation recently , regarding failed shelved prototypes http://www.goldenmoosestudios.com/indiedev-diary-2-throwing-it-all-out-the-window-getting-a-reboot/ . r n r nIt 's important that as an industry, ...
[News - 05/03/2017 - 04:00]