A musing on delayed realization of how I used art to express a personal struggle turns into the long tale of how I got into games.
Designing a tutorial that isn't completely in people's faces is a lot more difficult than it seems, especially with a unique game concept. I've discovered just how easy it is to forget that while you, the developer, know your game, players don't. At all.
Making a public appearance as an indie developer for the first time ever is terrifying and exciting all at once. In my post, I talk a bit about my experience at the University of Iowa's EPXCON and what I learned from it.
The importance of contests and exhibitionism: It's Part Two of the subjective post-mortem of Cube & Star: An Arbitrary Love.
Developed in Unity, by a single man, and his crippling sense of doubt. Winner of Intel LevelUp and IndieCade finalist
This post offers some fresh perspectives on the intersection of digital health technology and gaming. There are insights for game developers about the potential to integrate body sensing and real-time biometric data feeds into games.
Today I start a new series of posts about my future game: Emancipation: Two Steps back. I want to talk about the tools, game design and concepts that I'll be using to program this game.
Confessions and lessons learned from a Flappy Bird Cloner
The Shadow of the Colossus soundtrack. Nothing short of a thesis would appropriately cover this subject, so crucial to this work is the musical element and its rarely equaled depth.
Originally posted on my website: GeeksMirage.com
Here are my Demo Reels: Games and Cinematic Animation