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September 26, 2017
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Thomas Henshell's Blog

 

I took a round-about path into games.  I worked in business software for 20ish years, programming, estimating, and leading large enterprise projects.  Then it was time to take the plunge into game dev.

I'm a serial entrepenuer.  In 2004 I started my software company, since then I've added a retail board game store, a grocery store, a fashion boutique, and now a game dev studio.

I made two games for mobile that you probably never heard of and I'm sure you never played.  

Now I'm working on a new kind of RPG for PC called Archmage Rises.  People seem to like it, maybe you will too.

Web:
ArchmageRises.com

Twitter:
twitter.com/LordYabo

Facebook:
facebook.com/ArchmageRises

LinkedIn:
linkedin.com/in/thomashenshell
 

 

Member Blogs

Posted by Thomas Henshell on Tue, 13 Jun 2017 11:41:00 EDT in Design, Production, Console/PC, Indie
Indies rarely talk about workflow. Yet how SPECIFICALLY does one go from an idea to a clear actionable task someone can code/drawn/etc? Based on a decade of experience (inside and out of games), we share our steps and tools involved in doing design.


Posted by Thomas Henshell on Mon, 15 Aug 2016 06:38:00 EDT in Business/Marketing, Indie
I just returned from a successful GenCon 2016 with pre-order sales exceeding my expectations. Here is what worked, what didn’t, why, and lessons learned. Learn why the economic theories of Lemons and Signaling matter to indie game devs.


Posted by Thomas Henshell on Fri, 20 May 2016 06:50:00 EDT in Design, Indie
RPGs feature immersive worlds and epic narrative arcs, yet everything is stuck in time stasis: no NPCs age or die of natural causes, quest problems stay put. Archmage Rises explores: What if the passage of Time was a resource?


Posted by Thomas Henshell on Fri, 13 May 2016 01:45:00 EDT in Design, Art, Indie
Where do monsters come from? Here we show a simple step by step process on how we created one of the more unique creatures in the open world RPG Archmage Rises.


Posted by Thomas Henshell on Tue, 27 Oct 2015 01:12:00 EDT in Business/Marketing, Design, Production, Indie
Much of life is selling.The developer of Archmage Rises shares proven techniques he learned from the corporate world, indie dev, and entrepreneurship - so you don’t have to.


Posted by Thomas Henshell on Wed, 14 Oct 2015 03:48:00 EDT in Design, Art, Indie
“Real artists take the misery and sadness of life and translate it into art.” -- Josh Peck How a medical scare with my newborn affected the quest design in my role playing game.



Thomas Henshell's Comments

Comment In: [Blog - 02/07/2017 - 07:49]

Thanks for the mention and ...

Thanks for the mention and bringing my attention to this article. It is posts like this, Ken Levine 's talk on Narrative Legos, the work of Story Bricks, the Mordor Nemesis system, that inspired me to attempt what I 'm doing in Archmage Rises. r n r nArchmage is a ...

Comment In: [Blog - 08/15/2016 - 06:38]

Awesome Glad you liked it ...

Awesome Glad you liked it And P P is great, happy to work with them.

Comment In: [Blog - 05/20/2016 - 06:50]

I like what you are ...

I like what you are saying. I think you are right about potentially discouraging player experimentation. I 'm going to try and keep my eyes open about that.

Comment In: [Blog - 05/13/2016 - 01:45]

Yes, I meant a battle ...

Yes, I meant a battle should be engaging and threatening not like the throw away battles in Final Fantasy inbetween the interesting boss fights. r n r nI was playing diablo 3 last night just for kicks. I find the game has me killing monsters as difficult as the pots/barrels ...

Comment In: [News - 01/21/2016 - 04:13]

The difference, according to Gage, ...

The difference, according to Gage, comes down to the physicality of dice. r nI don 't think so Zach isn 't looking deep enough to find the real answer. The excitement found in dice is in the near win . You know you need a 4 and you roll a ...

Comment In: [News - 11/05/2015 - 04:03]

Good read Tanya. Here is ...

Good read Tanya. Here is a complimentary gama article on 12 specific techniques on how to pitch: r nhttp://gamasutra.com/blogs/ThomasHenshell/20141208/231717/12 Tricks to Selling Your Ideas Your Game Yourself.php