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April 21, 2019
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Matthew Shaile's Blog

 

My name is Matt and I started out making Flash games in 2005. A friend and I started rustyarcade.com, which is a Flash game site. We made many independent games as a hobby and reached millions of players across the globe.

 

In 2007 I went into programming full time and worked for many companies doing everything from new media advertising to online gambling. After I 'earned my stripes' as a professional programmer, I decided it was time to take the plunge and go it alone!

 

In 2014 I started Epic Industries Ltd. I am the CEO and also the janitor, since it's a company of one! Although I still do consultancy work from time to time to pay the bills, my main focus and goal is to build an independent game studio making fun, creative games like I did back in my early days.

 

I am currently working on a remake of a very popular Flash game from 2005, Arrival in Hell. However unlike the Flash game, this is powered by Unity, which grants me the power to realise the game's true potential.

 
 

Member Blogs

Posted by Matthew Shaile on Mon, 25 Jan 2016 02:01:00 EST in Design, Programming, Production, Console/PC, Indie
Adding image effects to my game with lots of before and after gifs


Posted by Matthew Shaile on Fri, 15 Jan 2016 01:11:00 EST in Programming, Production, Console/PC, Indie
I've got into quite a lot of detail of how my save/load system works, which is specific to a point and click adventure game, but the same concept can be applied to any game


Posted by Matthew Shaile on Mon, 14 Dec 2015 01:54:00 EST in Audio, Design, Programming, Production, Console/PC, Indie
This week's instalment goes over dialogue (or dialog to my American cousins).


Posted by Matthew Shaile on Mon, 07 Dec 2015 10:02:00 EST in Design, Programming, Production, Console/PC, Indie
This week I have written about how I use IK to avoid labour-intensive animation work


Posted by Matthew Shaile on Mon, 30 Nov 2015 03:20:00 EST in Design, Programming, Production, Console/PC, Indie
This week is less code-y and more theory; I've written an overview of how my interactive object system works


Posted by Matthew Shaile on Tue, 24 Nov 2015 05:56:00 EST in Design, Programming, Production, Console/PC, Indie
This week I'll show you how I made the main character walk realistically instead of sliding around like he's ice skating.



Matthew Shaile's Comments

Comment In: [Blog - 08/26/2015 - 01:09]

Thanks for the write-up. Very ...

Thanks for the write-up. Very informative

Comment In: [Blog - 01/15/2016 - 01:11]

That 's how I originally ...

That 's how I originally did it, but I ditched it for my method for 2 reasons: r n r n1 As you say, there is a lag spike for saving / loading such a high resolution, and CaptureScreenshot doesn 't allow you to scale down r n r n2 ...

Comment In: [Blog - 11/30/2015 - 03:20]

I do like that idea ...

I do like that idea a lot. Currently I 'm restricted to having the interactions happen in a certain order, which may be a problem in the future. r nIf any complex sequencing is needed, then I usually categorize that as a cut scene, which is triggered by this system, ...

Comment In: [Blog - 11/24/2015 - 05:56]

I like it. For me, ...

I like it. For me, the speed is fixed, so I 've just made it work for this particular animation, but if I wanted to make it work for different speeds, I think your approach is a very good one. Thanks

Comment In: [Blog - 11/12/2015 - 12:20]

Hi Jack, r n r ...

Hi Jack, r n r nNot offended at all, the retspurae videos are hilarious, I love them : r n r nThe game isn 't going to be a straight remake, we 've made massive changes to the puzzles, story, dialogue and even the layout of the environment. Although this ...