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January 23, 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 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 - 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