Peter Angstadt's Blog
I'm the Co-Founder, Engineer, and Designer at Turtle Sandbox. Our first game is the award winning action strategy Cannon Brawl. I've learned a ton during it's development and hope share it all with other developers.
I'm also now a full time gameplay engineer at Giant Squid Studios, working on Abzu.
I play a ton of games, but I tend to enjoy strategy and tactics games the most. Most recently broke an addiction to Leage of Legends and have replaced it with an addiction to Hearthstone...
Here's a recap of best talks I saw at GDC this year and where you can check them out online right now, plus how you can attend if you can't afford the big cost on the pass.
Are players missing important gameplay elements on screen? Here’s a technique to help make your game's visuals easier to understand for the player.
There are some dangerous hazards in game development that don’t get talked about much. Here’s a few that I have run into working on Cannon Brawl and talking with fellow developers.
Fast and continual iteration is key to making a good game. But how exactly do you iterate? When do you keep going on a feature and when do you scrap it?
How can you get people excited when you tell them about your game idea, whether it’s friends or future fans? How do you get people fired up when they ask “can you tell me about this game?” To answer this question, you must beware of mechanical pitches.
Sometimes you have to use text communicate in a video game, but players just skip it, right? Here's what you can do to get them to read...
Peter Angstadt's Comments
[Blog - 03/12/2015 - 01:54]
That would be cool In ...
That would be cool In the meantime, this guy wrote something that might float your boat: r n r nhttps://medium.com/@erikdkennedy/7-rules-for-creating-gorgeous-ui-part-1-559d4e805cda r n r nIt 's 'app '-centric but a lot of it can be applied to games.
[Blog - 02/11/2015 - 03:39]
[Blog - 02/03/2015 - 01:50]
The first is very mechanical, ...
The first is very mechanical, which is going to work if your audience is other developers. The second one is going to be better for non-developers. I 'm more interested in the second one, even though I 've played R-type and Ikaruga. r n r nHere 's another take that ...
[News - 08/07/2014 - 04:15]
I 'm working on Cannon ...
I 'm working on Cannon Brawl, which also is very much an answer to the question of how do you make an RTS with the gamepad. Using 4 buttons and one analog stick, we ended up with some definite similarities to Herzog Zwei and Airmech, another console 'RTS ' but ...
[Blog - 05/01/2014 - 01:19]