Life is too short not to follow your dreams.
I love games and software design. At 6 years old I was hooked when I typed in a BASIC game to my TSR-80. I knew what I wanted to do; but how to get there? I took a very long winding road.
In the early 90's I completely ignored my studies in highschool and solely focused on teaching myself programming in C. I made a new (incomplete) game almost every week.
During the DOT COM bubble of the late 90's I scored my first professional programming job, which eventually lead into building one of Canada's largest E-Commerce sites with a team of 25+ in C++ and XML. But there was no creativity in it.
After 5 years I was sick of web, so in 2004 I founded a software company to enter the emerging enterprise mobile market (windows mobile, .NET C#). Over 10 years we grew, built some amazing delivery and field force applications, won some awards, and gained industry recognition. But it wasn't games and I was getting antsy.
So in 2006 I opened a tabletop gaming store Hobby Kingdom focused on Magic, miniatures, RPGs, and boardgames. We've grown a great community of gamers, have awesome events, and had visitors from around the world. But it wasn't making games.
So in 2011, with the support of my wife, I stepped down from running my software company to found Mirthwerx a two man studio to make educational mobile games. But it wasn't making games I love.
So in 2014, with the support of a skeptical wife, I started working on the game of my dreams. That game is Archmage Rises. I'm a sole indie developer under the company name I've wanted since I was in highschool: Defiance Game Studio.
I help others where I can; I guest lecture at Redeemer University in entrpenuership and programming. I speak at various gaming conventions around North America if I think I have something valuable to contribute.
Selling is an art in itself. The developer of Archmage Rises shares what he learned from the corporate world – so you don’t have to
You aren't truly indie unless you are trying to hit a deadline while making soup! (Recipe included.)
Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track.
Thomas Henshell and Rogier van de Beek dive deep into how they make the artwork being produced for Thomas’ upcoming 2D RPG Archmage Rises.
I met the Goliath of the PC world, and he’s a pretty swell guy.
[Blog - 01/07/2015 - 06:31]
Hey, thanks for sharing. And ...
Hey, thanks for sharing. And you aren 't alone. While not everyone who fails shares their story, some do. I 'm rather famous for failing :- r nhttp://gamasutra.com/blogs/ThomasHenshell/20140807/222732/Why Ive Said Goodbye to Mobile in Favor of PC.php
[Blog - 01/07/2015 - 06:31]
[Blog - 12/29/2014 - 02:17]
Great post I 'm working ...
Great post I 'm working on an RPG and I think I will refer back to this article many times over the next year. Thanks for the hard and valuable work
[Blog - 12/08/2014 - 01:44]
I like your ideas. I ...
I like your ideas. I currently have no clue how to handle community feedback on game design. On the one hand, I hold all the cards. I know what i 'm trying to make, where I 've been, where I am, and where I 'm going. The community only sees ...
[Blog - 12/01/2014 - 01:17]
Ok, you are right: A ...
Ok, you are right: A better term is self-guided rather than self-taught . r nAs a self-guided programmer who has hired several self-guided programmers, I find the people who are successful at teaching themselves material ie: creating their own curriculum by sourcing their own material, consuming it, and then practicing ...
[Blog - 11/18/2014 - 01:51]
Sorry to hear how you ...
Sorry to hear how you got screwed. r n r nI have run my own professional services company for 10 years and I am married to a lawyer and we live in Canada. I know a bit about contract law through both my experience and hers. r n r nThe ...