Josh Sutphin's Blog
I'm Josh Sutphin and I'm an indie game developer! I was previously the lead designer of Starhawk and creator of Fail-Deadly. I'm working on a new game which will be announced a little later this year.
I'm also available on a contract basis for Unity programming (C#) and project development.
You can see all my video game work here, and my writing work is over here.
Follow me on Twitter: @invicticide
I left AAA to go indie, and then screwed up a bunch. Here is my sordid tale of failure (and how it might actually prove beneficial in the long run).
In this Unity-focused article, Iíll teach you how to overcome API omissions by using extension methods to add functionality to built-in classes and classes defined inside third-party plugins.
I'll present an overview of a number of techniques I've used to a create a classic 2D pixel art look in Unity.
OUYA provides a Unity plugin, but initial setup is less than straightforward. Here's a simple step-by-step guide that'll set you up from scratch for OUYA development in Unity.
Thumbstick dead zones are a subtle thing, but handling them incorrectly can make your game feel awkward or broken. Here are some simple techniques Iíve learned over the last six years working on major PS3 titles Warhawk and Starhawk.
Josh Sutphin's Comments
[Blog - 01/09/2014 - 12:01]
As someone who may be ...
As someone who may be following in your footsteps in the next few months: thanks for this awesome resource. :
[Blog - 01/09/2014 - 07:41]
I think a lot of ...
I think a lot of those kinds of articles come from people who 've had bad experiences probably mixed in with good ones and are trying to tell you how to avoid stumbling into those same bad experiences. Which is a noble enough goal, I guess. r n r nThe ...
[Blog - 12/10/2013 - 10:16]
Most distribution on mobile is ...
Most distribution on mobile is currently paid, which favors large companies or companies that have games with an LTV 4. During the holidays, cost of acquisition apparently topped 7 . r n r nThe way you phrased that, it almost sounds like watching a price on the stock market. Where ...
[Blog - 11/09/2013 - 12:43]
Yeah, I can see that. ...
Yeah, I can see that. More freelancers more competition higher barrier to success, just like with apps on the App Store and F2P games and all the other rapidly-saturated markets. r n r nThat said, freelancers might get some relief from that fact that while there are more of them, ...
[Blog - 11/07/2013 - 07:39]
Your point about USP is ...
Your point about USP is kinda buried in all that, but it 's maybe the most important thing you said. In my AAA experience, nailing the USP was crucial . Like, absolutely priority number one. r n r nSeriously, people: figure out your USP, and build your entire game and ...
[News - 11/05/2013 - 05:26]