sean lindskog's Blog
Is open development a good idea? Is it a marketing ploy, or a genuine way to connect with your community?
Some popular game critics are concerned about losing their careers and livelihood on YouTube. I compare this to how many game devs feel every day.
Space sim fans are a niche, carved into littler niches.
Entering the IGF - a chance for great publicity, but losing sucks.
sean lindskog's Comments
[Blog - 08/11/2014 - 02:44]
[Blog - 08/11/2014 - 11:29]
Good luck, David r n ...
Good luck, David r n r nI think you 're taking the best path: education - industry - indie. r nSame thing I did. It 's way better to spend your time learning and screwing up on somebody else 's dime. :P There 's enough new challenges once you 're ...
[Blog - 08/07/2014 - 03:02]
The Radio Shack TRS80 pictured ...
The Radio Shack TRS80 pictured in the main article had 16KB memory. I once ran out of memory creating a small text adventure game. r n r nComputers seem to have gotten a little better since then.
[News - 05/14/2014 - 03:42]
The game looks good, Daniel ...
The game looks good, Daniel r nI dig the battle of the prototypes/projects technique. Survival of the fittest. r n r nI always appreciate your writings on gamasutra, and wish all the best for Spry Fox.
[Blog - 08/04/2014 - 09:14]
Making a game involves falling ...
Making a game involves falling on your face a lot, along the way. r n r nI 'd hold off going all in quitting your job and pouring all your money into a studio until you 've had a chance to make some of these mistakes in a lower-stakes setting. ...
[Blog - 07/17/2014 - 04:46]
as we haven 't even ...
as we haven 't even spent even close to 200,000 on Road Redemption, and we 're almost finished r n r nIan - sorry, but I gotta call you out on this. r n r nI counted at least 6 people in your KS video. That was over a year ...