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.
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.
My job is to create mathematical structures that evoke emotion.
[News - 11/21/2013 - 12:51]
[News - 11/06/2013 - 09:27]
It is very, very, very ...
It is very, very, very stressful to be at the center of an internet controversy-of-the-moment - even when feedback towards yourself is mostly positive. I can 't imagine what it must be like when it 's mostly negative. Sadly, people tend to respond more strongly to negative stories/figures than they ...
[News - 10/21/2013 - 10:09]
[News - 10/14/2013 - 12:04]
FWIW, I asked Jeri about ...
FWIW, I asked Jeri about the brightness of the projectors... she shone them directly into my eye, and it was very dim - unless I was looking right into them I would 've barely noticed they were emitting light. It 's subtle, not as freaky as you might think. r ...
[News - 09/18/2013 - 03:13]
I believe another new feature ...
I believe another new feature was added for turn-based asynchronous GameCenter games used by games such as Gasketball and Letterpress : Exchanges . r n r nMore information can be seen here: r nhttps://developer.apple.com/library/ios/DOCUMENTATION/NetworkingInternet/Conceptual/GameKit Guide/GameKit Guide.pdf r n...Under the section Adding Exchanges to a Turn-Based Match . r n r ...
[Blog - 09/12/2013 - 12:00]
I 've seen some people ...
I 've seen some people make fun of Kickstarter postmortems and say that they 're unnecessary... that a postmortem isn 't appropriate until the game is actually completed, and that a Kickstarter is irrelevant compared to developing the actual game. r n r nBut as this write-up proves, running a ...