Shay Pierce's Blog
Shay Pierce makes games and lives in Austin, Texas.
Shay started designing and developing digital games at 13 years old, and began doing it professionally in 2003. He holds a BS degree in Computer Science, and has worked for such employers as Blizzard, Midway, NewToy, and OMGPOP. He is now sole proprietor of Deep Plaid Games LLC, an independent game development micro-studio.
Shay resides in the world's capital for cool geeks, Austin, TX. In addition to making and playing games of all stripes, Shay enjoys spending time with his wife and dogs; running; and growing hair.
I'm celebrating my independence by finishing a side project on a tight schedule... and doing daily livestreams of development! I hope to use the show as a chance to talk about game coding in a frank and honest way... please come ask me coding questions!
People won't buy your game just because it has awesome gameplay - sad but true. Here's some pragmatic thoughts on solving this conundrum without having to be inauthentic.
I'm not seeing enough people talking about why the game "Papers, Please" is incredible and important, so I want to start that conversation by explaining why I hold that view! In part 1, a high-level overview of my reasoning.
I briefly talk about the OMGPOP/Zynga drama, and relate the indie projects I've been working on with my newfound freedom over the past year.
I ruminate on friction between AAA and indie developers, and whether Scott McCloud's four tribes of artists (Classicists, Animists, Formalists, and Iconoclasts) can be applied to the wildly different types of game-design auteurs that exist.
I apply a classic (and important) quote from Jon Blow to give some perspective on the current debate surrounding Steam and Greenlight, and add a few thoughts of my own about the rapidly-changing landscape of indie games.
Shay Pierce's Comments
[Blog - 05/18/2015 - 06:54]
[Blog - 04/20/2015 - 01:22]
The SendMessage / BroadcastMessage capabilities ...
The SendMessage / BroadcastMessage capabilities of Unity have a bad reputation for poor performance. However, when I began prototyping the turn-based Unity game I 'm working on now http://overland-game.com , I decided I would try using a messaging-heavy system, and that I would depend on the SendMessage and BroadcastMessage idioms. ...
[Blog - 04/06/2015 - 01:43]
Hey here I am again, ...
Hey here I am again, for some reason. r n r nI believe you 're drawing lines much sharper than they need to be drawn, and you 're choosing to draw them in places that are impractical and abstract. As I 'm sure you 've probably already acknowledged, your extremely ...
[Blog - 03/16/2015 - 01:02]
[Blog - 03/06/2015 - 07:16]
Thanks for your honesty. Thinking ...
Thanks for your honesty. Thinking about financial realities is something that a lot of people don 't consider enough when they consider entering the game development field. And concerns about stability definitely apply to the industry proper , not just to independent work. r n r n ...One voice talks ...
[Blog - 01/23/2015 - 02:01]
I saw this Gamasutra headline, ...
I saw this Gamasutra headline, then immediately ran into this issue in my project for the first time... bizarre r n r nI was also seeing warning messages related to timestamps before this happened. Here is one of them, for reference: r nAsset '/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/GUISystem/4.6.1/UnityEngine.UI.dll ' is in timestamps but is ...