I am a freelance artist making games in the Philippines. I'm starting this blog so I can talk about my passion for urban planning and how it intertwines with my love of games of this genre, ie simcity, citiesXL, Cities in Motion, etc. Except it's been months since I've written anything, so I'm a liar who can't be trusted.
But check our game out anyway : http://elevatorjoe.com
I discuss the specific set of circumstances that led to my moderate success as a freelance artist, and wonder if I would have managed it in today's market.
The weak dollar is making life as a dollar-earning contractor in the Philippines a little more difficult for me, and I talk about how it affects my own expenses and possibly the larger Philippine Game Development industry.
I revisit Sim City 4 a week before the launch of the sequel, and talk about some of the weaknesses in it's simulation of city systems like zoning and mass transit.
[Blog - 11/09/2013 - 12:43]
Hey Josh, admittedly that was ...
Hey Josh, admittedly that was the weakest part of the blog. I was feeling conflicted about it myself. But generally speaking the mobile market has matured and a lot of big companies have taken over, with in-house artists. This means fewer indies specifically in the mobile market that a low ...
[Blog - 11/05/2013 - 03:21]
[Blog - 03/20/2013 - 05:43]
[Blog - 01/30/2013 - 12:35]
This is a great counterpoint ...
This is a great counterpoint to the original, flawed article. I think IGN would have done a better job had they broken that up into separate parts, tackling the scene on all the different levels that you described here.
[Blog - 02/27/2013 - 08:27]
I hear you. Maybe there ...
I hear you. Maybe there 's just so much going on underneath the hood that 2k by 2k was a practical consideration