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August 18, 2019
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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.

 

Member Blogs

Posted by Kevin Giguere on Fri, 05 Jul 2019 11:22:00 EDT in Business/Marketing, Indie
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.


Posted by Kevin Giguere on Fri, 03 May 2019 12:42:00 EDT in Business/Marketing, Indie
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.


Posted by Kevin Giguere on Mon, 25 Mar 2019 09:21:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
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.


Posted by Kevin Giguere on Mon, 12 Nov 2018 10:51:00 EST in Design, Console/PC
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.


Posted by Kevin Giguere on Thu, 24 May 2018 09:47:00 EDT in Design, Programming, Console/PC
Tech Support uses procedurally generated conversations to make dialogue flow naturally between the 200+ customers a player encounters over the course of the game, and adding variance to make every chat feel unique.


Posted by Kevin Giguere on Tue, 13 Mar 2018 10:46:00 EDT in Business/Marketing, Production, Console/PC, Indie
​In January 2017, I quit my web application developer job to become a full time independent game developer, following nearly five years of development on my first game. This is my year-long story of hopes and failures.



Kevin Giguere's Comments

Comment In: [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 ...

Comment In: [Blog - 11/12/2018 - 10:51]

Thanks, definitely agree with updating ...

Thanks, definitely agree with updating the prompts, I 'll update the list accordingly, thanks

Comment In: [Blog - 05/24/2018 - 09:47]

Yeah, I 've heard that ...

Yeah, I 've heard that macros are very much a part of the tech support toolset so it all works out.

Comment In: [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