Shay Pierce's Blog
Shay Pierce makes games and lives in Austin, Texas.
Shay started designing and developing digital games at 13 years old, and began doing it professionally in 2003. He holds a BS degree in Computer Science, and has worked for such employers as Blizzard, Midway, NewToy, and OMGPOP. He is now sole proprietor of Deep Plaid Games LLC, an independent game development micro-studio.
Shay resides in the world's capital for cool geeks, Austin, TX. In addition to making and playing games of all stripes, Shay enjoys spending time with his wife and dogs; running; and growing hair.
I'm celebrating my independence by finishing a side project on a tight schedule... and doing daily livestreams of development! I hope to use the show as a chance to talk about game coding in a frank and honest way... please come ask me coding questions!
People won't buy your game just because it has awesome gameplay - sad but true. Here's some pragmatic thoughts on solving this conundrum without having to be inauthentic.
I'm not seeing enough people talking about why the game "Papers, Please" is incredible and important, so I want to start that conversation by explaining why I hold that view! In part 1, a high-level overview of my reasoning.
I briefly talk about the OMGPOP/Zynga drama, and relate the indie projects I've been working on with my newfound freedom over the past year.
I ruminate on friction between AAA and indie developers, and whether Scott McCloud's four tribes of artists (Classicists, Animists, Formalists, and Iconoclasts) can be applied to the wildly different types of game-design auteurs that exist.
I apply a classic (and important) quote from Jon Blow to give some perspective on the current debate surrounding Steam and Greenlight, and add a few thoughts of my own about the rapidly-changing landscape of indie games.
Shay Pierce's Comments
[Blog - 11/07/2014 - 01:25]
I think this is a ...
I think this is a valuable perspective, but I also think it could be expressed more succinctly: Try starting with the 'A ' in the MDA framework, rather than the M. r n r nI think people often misunderstand the A in MDA: aesthetics is often taken as referring to ...
[News - 11/03/2014 - 08:20]
The year: r n r ...
The year: r n r n2314. r n r nThe planet: r n r nEARTH. r n r n Professor Smyiyth You must come see this r n r n What What is it r n r n We have unearthed a small rectangular structure We thought it was what ...
[News - 10/16/2014 - 12:25]
I haven 't read all ...
I haven 't read all the replies to this post. I wanted to respond to this part in particular: r n r n I have no idea what her background in gaming is, other than being offended by it. r n r n...Which seems to echo a sentiment I 've ...
[News - 09/03/2014 - 03:55]
Thanks a lot for sharing ...
Thanks a lot for sharing this detailed design analysis It 's great to hear people sharing the real problems they end up solving when theory meets practice. r n r nFor the tappers problem, why not force the current animation to finish in just one more frame r n r ...
[Blog - 08/09/2014 - 02:12]
The ifdef solution or some ...
The ifdef solution or some other approach to conditional compilation above is the best solution to this - make it impossible to forget, with real versions of the game getting built with the correct code. r n r nSometimes that 's not easy or possible, though. In those cases, I ...
[News - 07/23/2014 - 03:48]