Hi, I'm Nathan, owner and creative director of Mommy's Best Games, Inc., an independent developer located in Indiana, USA. http://www.mommysbestgames.com/
We strive to deliver games that push at the edges of the medium through gameplay and art (and pie). Our first game, Weapon of Choice, is an award-winning, side-scrolling, action game now available on Xbox Live Indie Games.
We're releasing Serious Sam Double D XXL for XBLA February 20th. We've released Shoot 1UP out on XBLIG which was a Top 20 finalist in Microsoft's Dream Build Play 2010 competition. A fan favorite of our is Explosionade also on XBLIG.
I maintain a development log in which I release I discuss game development and marketing for our games here: www.mommysbest.blogspot.com
Here are some of my articles featured on Gamasutra.
Weapon of Choice, Post Mortem
PAX East Exhibiting experience
Everything you wanted to know about showing your game at Minecon. Wait, you can do that?
Sloppy ports make your game look bad, and they devalue the whole marketplace. Includes 6 offending issues that are easy to fix.
Insomniac Games' Ratchet and Clank series created lots of gonzo guns; here we see why the Morph-O-Ray is so clucking great.
The Land Shark Gun in Armed and Dangerous was a great weapon, but what made it so successful? How could it have gone wrong?
Postmortem Rights and Wrongs are slightly skewed for a game jam--and get even more interesting with new hardware!
What would you make, if your company's next game could have no physical violence in it?
[Blog - 04/05/2013 - 08:31]
[Blog - 02/12/2013 - 10:33]
Oh my gosh.. Ken, Tim, ...
Oh my gosh.. Ken, Tim, Planet Moon team you all are amazing. I loved Armed and Dangerous. Thanks for the origin stories Fascinating to read I love design evolution stories. Ken I updated the post to include the extra pics you shared--thanks
[Feature - 02/05/2013 - 04:00]
[News - 02/01/2013 - 03:04]
Gameplay programming rides in top ...
Gameplay programming rides in top of the language. Skills you learned in terms of managing state machines, organizing class/struct, dealing with collision detection APIs, synching animations, sounds, learning how to use a debugger but also use console output, all of these are still applicable in the industry.
[Blog - 09/26/2012 - 11:31]
Hi Ivan, r nGood questions ...
Hi Ivan, r nGood questions Fun stuff to think about... r n when to draw the line between explaining and allowing players to discover on their own r nFor me personally, I like to work backwards on this. What would it mean if the player didn 't know this mechanic ...
[Blog - 05/01/2012 - 11:16]
I agree, Johann Sebastian Joust ...
I agree, Johann Sebastian Joust is great as well for taking existing technology and doing something new with it. It takes the Move out of the living room outdoors most of the time and enhances a physical game.