Jorge Rodriguez's Blog
Jorge is an indie game developer. He owns and operates Lunar Workshop in Raleigh, NC.
This video series continues its application-based approach to learning math for game development.
I've launched the first five videos of a new Youtube series, Math for Game Developers.
Lessons learned from the so-called "Buy Games Not Socks" bundle.
A reflection on applying Cesar Millan's unique "dog psychology" techniques to game development.
Or, How I Learned To Stop Worrying And Extort The Escapist
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 ...
Jorge Rodriguez's Comments
[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.
[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 ...
[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.
[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.
[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, ...
[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 ...