I started with Flash way back in 2004, after gaining coding experience working on personal Atari ST/Amiga and PC projects. I worked until 2008 as a Flash designer/developer on various Flash projects for advertising agencies, creating games and banners for high profile campaigns. In March of 08 I decided to work full time on creating Flash games. That first year was pretty tough, but at the end of it I created a game which would change my life, that game was Christmas Crunch. Over the years that followed I created many games that were sponsored by various game portals (Mochigames, Armor etc). In 2012 I released my first 2 iOS games (created with Adobe AIR) Wordora and Balloodle. I'm currently working on a fantasy/strategy/async/MP game for iOS.
There are lots of choices we make as indie game developers that have lasting effects on our careers, from the platforms to the tools to the game genres we choose to spend time on. This post is about some of those choices.
This is a tale of when over ambition meets reality. I had an idea over a year ago to create a "big" iOS strategy/fantasy/multiplayer game. The following describes the end of the beginning.
[Blog - 07/21/2015 - 01:37]
I 'm fairly certain I ...
I 'm fairly certain I 'm at the point now with Unity that I can prototype 2D just as quick as I used to be able with Flash, with the upside that prototype can go on to be the full production release. Unity is extremely easy to use for 2D ...
[News - 07/22/2015 - 01:45]
[Blog - 07/20/2015 - 02:30]
That 's a great write-up. ...
That 's a great write-up. Congratulations on your game, seems like even with the negative reaction to the pay wall, the game still did ok.
[News - 07/02/2015 - 02:37]
I 've been saying ever ...
I 've been saying ever since I first saw the Wii U, that Nintendo should 've released an iPad type console that also plugs into your TV, I wonder if the NX turns out to be that type of device.
[Blog - 06/19/2015 - 06:01]
I think going outside is ...
I think going outside is a big one, game development is so time consuming, that hours turn into days, turn into months, I try go for small runs when I can, I get a bit of exercise and see some of the area at the same time, but I think ...
[Blog - 06/05/2015 - 01:14]
The PC audience appears to ...
The PC audience appears to be pretty sensitive to elements that they associate with a casual or mobile design space. r n r nThat 's exactly my point, so if your game actually is a mobile port it will be even harder to get it appreciated in the PC world.