Keaton White's Blog
Founder of Abyssal Arts, former member of Capcom Japan, and Fulbright scholarship recipient for researching the economics of the international video game market in Japan.
Currently developing our own IP, Shroud, an online tactical and fighting game mashup, as well as Zombie Playground, an action-RPG, with Stealth Studios (formerly with Massive Black).
Personal Twitter: https://twitter.com/Shibusuke
Official website: https://www.abyssalarts.com/
Official Twitter: https://twitter.com/AbyssalArts
Official Facebook: https://www.facebook.com/AbyssalArts
We go over what went well and what we can do better next time based on our experience debuting our game at PlayExpo as a first-time show-goer, in the hopes that our experiences will be useful information to other small developers in similar situations.
This post explains our experience delaying production on art assets while prototyping and developing our core gameplay in order to save budget.
Reflections on experiencing EGX Rezzed as an indie developer after years of working at a AAA publisher.
A start-up developer's initial business reaction to the options presented this week by three of the most prominent and/or promising game engines out there.
Don't let concerns about taxes and contracts stop you from looking beyond your borders for the right people. With preparation and research, even tiny indie companies can collaborate internationally to build the right team.
A discussion of the importance of communication as a core component of collaboration in game development and a few lessons on ways to promote positive and effective communication within the team.
Keaton White's Comments
[Blog - 04/18/2016 - 01:18]
Would it help to shape ...
Would it help to shape the blue and orange squares in the menu to match the LB/RB triggers and add LB/RB over them as text overlays to make it extra obvious r n r nGreat article, just my two cents :
[Blog - 10/28/2015 - 03:19]
Great breakdown and explanation We ...
Great breakdown and explanation We 've taken a similar iterative approach to our own mechanics, so it 's really nice to be able to learn from what other developers are doing no working in a vacuum . Thank you for the article
[Blog - 06/19/2015 - 06:01]
Thanks for the post It ...
Thanks for the post It 's nice to know other people are going through the same experiences - camaraderie, and whatnot.
[News - 03/19/2015 - 03:05]
Speaking from experience at a ...
Speaking from experience at a similar company, this sounds like corporate headquarters wants to chase money at low financial risk mobile, fitness centers, etc. , while Kojima is pushing in the other direction hit-based success on big, AAA productions, bespoke engines, etc. . Kojima having a brand more powerful than ...
[Blog - 03/09/2015 - 06:28]
Thank you for the post. ...
Thank you for the post. I once worked on a game with an experimental control scheme but which also had a debug option that enabled a traditional interface. With the debug function on, it was generally entertaining, but in the end, the experimental controls were what shipped it was the ...
[News - 02/05/2015 - 04:34]
I am honestly more excited ...
I am honestly more excited about the potential that this technology unlocks than I am about any other developments in the industry, including VR.