Kevin Giguere's Blog
Kevin Giguere is the founder and CEO of Dragon Slumber, a one man indie company set in Quebec, Canada since 2013. He released Arelite Core and Astral Traveler, and is now working on Tech Support: Error Unknown. He is also a streamer on Twitch, where he showcases the development of his games since June 2016.
Kevin also developed TubeSpark, a free web platform to help discover niche YouTubers, by showcasing random videos which viewers can vote on.
You can follow me on Twitter, and come chat with me directly on Discord or just by email.
Welcome to the forth edition of my annual blog post where I go through my life as a full time game developer and try to draw lessons from my successes and failures, both for myself and hopefully for you guys as well.
Hi, my name is Kevin GiguÃ¨re and I am the founder and sole member of Dragon Slumber, a video game development company. 2019 was my third year as a full time, professional independent game developer, making this the third blog post chronicling my experien
Attending conventions is a fun and rewarding affair, but can also be immensely stressful and time consuming. This list will help you proper plan your convention, ensure that you get the most out of it and help you avoid forgetting anything as you travel.
Signing with a publisher is a step which shouldn't be taken lightly. Its important to ask yourself the right questions and to set up realistic expectations. To that end, I've prepared a series of steps to take and questions you might want to ask yourself.
2018 may have brought some failures, but it also was a much more successful year. I'll cover the essence of how I am approaching the growth of the company leading into new developments.
Because our games don't always get the in-depth testing we require, menus and settings often don't get a proper review. This handy checklist should help you ensure that your menu covers all the basics.
Kevin Giguere's Comments
[Blog - 02/23/2021 - 11:10]
Early on I was reviewing ...
Early on I was reviewing their code on a more regular basis and helping them throughout, later on I focused more on the functionalities themselves. There was unfortunately a lot of bugs in general, even once they were done and had tested. I did review the code, try to support ...
[Blog - 02/25/2020 - 10:26]
[Blog - 03/25/2019 - 09:21]
Hi Niki, r n r ...
Hi Niki, r n r nI was very satisfied with finding a publisher, including with the launch process. The additional resources helped people take notice, and that was immediately reflected in sales, especially when I compare with my previous projects. I didn 't become rich with TS, but it was ...
[Blog - 11/12/2018 - 10:51]
[Blog - 05/24/2018 - 09:47]
[Blog - 03/13/2018 - 10:46]
Thank you Frankly, I don ...
Thank you Frankly, I don 't know that it would have changed much, the actual issue was scope, I made way too big a game with too many unique situations which required art which wasn 't reusable. Oh well, live and learn