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October 17, 2017
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Tim Keenan's Blog

Tim and his wife Holly founded Misfits Attic shortly after getting married. They had a daughter during production of 'A Virus Named TOM' because they felt the stress of running an independent game studio wasn't enough of a challenge. 

Tim has loved making games ever since he made his brother a “space” version of RISK as a kid (for the record, they played it… once). He loves playing games, discussing games, and especially creating new ones. It’s borderline annoying.

Tim worked on Console Games for PS2 and Xbox (such as Splashdown and ATV Offroad fury 2) at Rainbow Studios before becoming an FX Developer/Artist (IMDB) for Animated Movies (such as Shrek 2, Madagascar, and How to Train Your Dragon) at Dreamworks Animation. Tim also worked as a designer and architect for several future generation pipelines and applications, and has worked in clothing, character effects, and as a Technical Director.


Member Blogs

Posted by Tim Keenan on Wed, 06 Aug 2014 12:41:00 EDT in Business/Marketing, Console/PC, Indie
We managed to fund our new title Duskers with 10 signatures, all of which belonged to successful members of the indie community. They are paying it forward, and in whatever way you can, so should you.

Posted by Tim Keenan on Mon, 17 Oct 2011 08:51:00 EDT in
We've decided to post our monthly "crew update" on our blog so people can get a "behind the scenes" peek at how "A Virus Named TOM" is being developed.

Posted by Tim Keenan on Thu, 04 Nov 2010 10:13:00 EDT in Design
Giving the player more power over level of difficulty can reap all sorts of rewards, such as having them continue to play your game.

Posted by Tim Keenan on Fri, 03 Sep 2010 01:18:00 EDT in Design
Games are criticized for being too short, but why not too long?

Posted by Tim Keenan on Thu, 27 May 2010 02:38:00 EDT in
Just throwing up our new banner :)

Tim Keenan's Comments

Comment In: [Blog - 08/06/2014 - 12:41]

Thanks r n r nI ...

Thanks r n r nI 've been toying with Kickstarting for a while. First to add what we weren 't able to put into A Virus Named TOM networking, level editor, etc. and then to fund our second title I even made a video for people to vote between our ...

Comment In: [Feature - 08/24/2012 - 04:50]

Thanks r nIt seems to ...

Thanks r nIt seems to me that a lot of indies struggle putting networked play in time money and therefore offer local co-op. The lack of network play somewhat understandably is very off putting for most PC gamers. It 's a shame because local co-op is so fun, but with ...

Comment In: [Blog - 03/08/2012 - 04:08]

I agree that IGF seems ...

I agree that IGF seems broken. I believe after you 've played your set number of games you can play and vote for any other game that 's entered. While I 'm sure it wasn 't the intention, this leads to well known games/devs garnering more votes simply because more ...

Comment In: [Blog - 11/11/2010 - 04:58]

It is interesting. I find ...

It is interesting. I find myself drawn to mobile as well. Largely due to it's ubiquitous nature, the fact that you can publish easily as an indie, and the fact that the games can be small. I do wonder, however, since I take so much pride in my games, if ...

Comment In: [Blog - 11/04/2010 - 02:07]

Interesting idea, especially on marketplaces ...

Interesting idea, especially on marketplaces with low barriers to publishing. Whenever we try to something like this, we end up taking too much pride in the small release, and feature creep ensues. Congrats for showing discipline.

Comment In: [Feature - 11/10/2010 - 04:30]

Thanks for adding this Jake. ...

Thanks for adding this Jake. A very useful checklist.