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 game design consulting and Unity project development.
You can see all my video game work here, and my writing work is over here.
Follow me on Twitter: @invicticide
"Satisfying, best-in-class game feel" is now a key, driving principle of my own studio, Third Helix. And this is exactly what you need: a clear, concise statement of what you stand for that will guide your business for (hopefully) many years to come.
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, I’ll 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 I’ve learned over the last six years working on major PS3 titles Warhawk and Starhawk.
Josh Sutphin's Comments
[Blog - 06/24/2015 - 10:28]
It 's a shame you ...
It 's a shame you haven 't gotten more comments on this and earlier articles in the series, because this project sounds fascinating. r n r nI don 't suppose you have, or could post, a video demonstration at some point It 's interesting to read about but I 'd ...
[Blog - 06/04/2015 - 01:25]
It sounds like you had ...
It sounds like you had some problems with git Unity that could have been avoided with the correct initial setup. I can 't say for certain since I don 't have all the details - just the summary in your post - but that 's my first guess, especially since ...
[Blog - 06/02/2015 - 01:30]
On paper, I 'd be ...
On paper, I 'd be inclined to agree with you. But in practice, having spent several years of my life working in an environment in which every one of my design decisions was questioned, second-guessed, and debated to the point of absurdity, I 'm gonna have to side with the ...
[Blog - 05/28/2015 - 01:32]
[Blog - 02/18/2015 - 10:53]
I 'm upset that I ...
I 'm upset that I have to wait a week for my New 3DS XL to get here. YOU ARE NOT MAKING THE WAIT ANY EASIER WITH THIS.
[Blog - 02/09/2015 - 02:28]
even at indie functions these ...
even at indie functions these days, I hear more people talking about analytics than about game design r n r nI 'd like to add a bit of nuance here. I 'm fascinated by analytics, and I think when applied correctly they can be an amazing tool in a game ...