Ed Kay's Blog
Ed Kay had been dreaming of making his own game since discovering the Doom level editor in 1996. But after a 15 year career as a game designer on titles like Call of Cthulhu, Bulletstorm and CounterSpy, it took many headshots, explosions and special moves to finally take the plunge into independent development. Ed released extreme physics climbing game Hang Line in 2019 and is now busy working away on a reto themed twinstick shooter about angry viral polygons.
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Part 3 of the Hang Line Postmortem, offering a complete project breakdown that covers budget, timeline, production data, tools and plugins used.
Part 2 of a 3 part postmortem of how I made my mountain swinging, goat grappling game Hang Line. This post focusses on the most important lessons that I learnt making the game.
The story of how indie game Hang Line was created, from concept to launch. How I learnt new skills, cut corners, struggled with anxiety and ignored advice to find my own personal journey to success. And also how piracy can sometimes not be a bad thing!
An in-depth look into the emotional challenges of making a game by yourself. Using the game Hang Line as a case study, this article gives suggestions of how to make it through hard times as a solo developer and how to find the motivation to finish.
Why retro gaming isnít just about pixel art and how to achieve a low poly art style in Unity. In this article I want to share a little bit my passion for polygons and explain how Iíve tried to recreate this style in my current game Hang Line.
Ed Kay's Comments
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Thanks, I appreciate it If ...
Thanks, I appreciate it If you 'd like a notification once the game is out, feel free to sign up on the website: http://www.hanglinegame.com r nCheers