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Blogs

Jorge Rodriguez's Blog

Jorge is an indie game developer. He owns and operates Lunar Workshop in Raleigh, NC.

Member Blogs

More Math for Game Developers
Posted by Jorge Rodriguez on Mon, 08 Apr 2013 02:09:00 EDT in Programming
This video series continues its application-based approach to learning math for game development.
Read More... | 0 Comments

Math for Game Developers Video Series
Posted by Jorge Rodriguez on Sat, 26 Jan 2013 09:30:00 EST in Programming
I've launched the first five videos of a new Youtube series, Math for Game Developers.
Read More... | 0 Comments

The '5 For 5 Indie Game Bundle' Postmortem  Featured Blogs
Posted by Jorge Rodriguez on Mon, 04 Jul 2011 04:36:00 EDT in Business/Marketing, Console/PC
Lessons learned from the so-called "Buy Games Not Socks" bundle.
Read More... | 3 Comments

What Cesar Millan Taught Me About Life And Game Development  Featured Blogs
Posted by Jorge Rodriguez on Mon, 13 Jun 2011 02:19:00 EDT in Design
A reflection on applying Cesar Millan's unique "dog psychology" techniques to game development.
Read More... | 2 Comments

The Cookie Caper  Featured Blogs
Posted by Jorge Rodriguez on Wed, 04 May 2011 12:28:00 EDT in Business/Marketing, Console/PC
Or, How I Learned To Stop Worrying And Extort The Escapist
Read More... | 2 Comments

A Game Worth Sharing  Featured Blogs
Posted by Jorge Rodriguez on Sun, 13 Mar 2011 08:41:00 EDT in Business/Marketing
When I was starting out making games, 99% of the advice that I heard about development of indie media was useless to me. Be it independent video games like I am wont to make, or independent movies, or books, or music, or whatever else it is that you ...
Read More... | 3 Comments

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Jorge Rodriguez's Comments

Comment In: The '5 For 5 Indie Game Bundle' Postmortem [Blog - 07/04/2011 - 04:36]

Our payment provider automatically charged ...

Our payment provider automatically charged VAT and euro sales taxes on top of the 5. But the income they have to spend on games doesn't matter if they feel cheated by uneven prices. As an indie developer I can't afford to lose sales to that.

Comment In: Lessons On Game Design From Rock Band [Blog - 02/15/2011 - 05:23]

Is choice really necessary for ...

Is choice really necessary for a game to be enjoyable I don't think choice is necessary for enjoyable, but I do think it's necessary for game. If you don't make any choices then you are essentially just watching a movie, or reading a book. Without the element of interaction it's ...

Comment In: Breaking Down The Fun [Blog - 01/14/2011 - 01:22]

Good point, many games capitalize ...

Good point, many games capitalize on the discovery of new things. Some games use this as their central mechanic. I'll have to think on that. It could be rolled into Eye Candy but I think if we're going to put it in an existing category it'd fit better in Gratification.

Comment In: Valve's Steam service: Terms of Robbery [Blog - 11/26/2010 - 03:37]

Why don't you buy the ...

Why don't you buy the pack and gift the extra copy of and yet it moves to a friend Holiday season and all.

Comment In: Learning from Minecraft [Blog - 11/21/2010 - 06:22]

This article is a bit ...

This article is a bit front heavy. The first three sections are largest when the last two are most important. Minecraft was successful because of how well it lends itself to virality and because of ease of access, much moreso than the primary gameplay elements. Still a great article though, ...

Comment In: Why I'm Not Worried About The Mobile Race To The Bottom [Blog - 11/11/2010 - 04:58]

I know about charts for ...

I know about charts for casual PC games: http://www.casualcharts.com/games/worldmap but not mobile games. Simon, you're right I should spent more time on that point. There's plenty of mobile games with good quality Angry Birds and that new iPhone Worms game, even if it's just a clone of previous ones. To ...

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