Peter Cardwell-Gardner's Blog
Peter is the monster in chief at Made With Monster Love, a one man indie development shop at the arse end of Africa (sometimes called Cape Town in more polite circles). He's currently cultivating his artistic cred by not making any money and developing Cadence full time - combining two things parents hope their children will never want to specialize in: Music and Video Games.
Making a game succeed is tough and unpredictable. No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A two part look at failed Kickstarter campaign for the music sandbox game, Cadence.
No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A honest and authentic look at the emotional experience of failure, and how it affects your ability to stay creative and thrive.
Indie developer Peter Cardwell-Gardner details his experiences of his first GDC. A tale of woe trying to pimp a failing Kickstarter for the music game, Cadence – and finding loving friendships in unexpected places.
What does the road from prototype to fully fledged game look and feel like? Reflections after a year and half spent on indie title Cadence reveal game development can be much more emotional testing than you ever imagined.
As a one-man indie studio it can be challenging focusing on the non game dev aspects of your game, such as making a trailer. This details the unusual process I arrived at breaking Unity and making a machinima trailer for my audio puzzle game - Cadence.
Peter Cardwell-Gardner's Comments
[News - 04/10/2017 - 12:18]
VCS systems I 've used ...
VCS systems I 've used professionally as programmer: SVN, Git, Perforce. r n r nI really can 't recommend SVN: branching is extraordinarily painful, and my experience was never one of fast efficiency. Fast local commits/branching/merging is a huge productivity boon as a developer, and for this reason I 'll ...
[Blog - 07/24/2015 - 06:24]
This was a thought provoking ...
This was a thought provoking read. I particularly enjoyed the Living Room Music and Square Peg Round hole examples. I 'd put forward that my own game Cadence is the perfect example of 'aleatoric ' game play, as the music is very intentionally a direct result of the players actions. ...
[Blog - 06/29/2015 - 01:49]
I 'm a Unity developer ...