Josh Sutphin's Blog
I'm Josh Sutphin, the founder of Kickbomb Entertainment. I’ve made it my mission to create satisfying indie games according to a clearly-defined set of design values. I'm currently working on a mouse-driven side-scrolling shooter called Legacy of the Elder Star, due out on Steam in April.
Before founding Kickbomb, I was the lead designer at LightBox Interactive, creators of the 2012 PS3 shooter Starhawk, and before that I was a designer on Incognito Entertainment's award-winning PS3 shooter Warhawk. I also created the Ludum Dare-winning RTS/tower-defense hybrid Fail-Deadly, and I'm a co-founder of the Utah Games Guild, an organization dedicated to growing and supporting the Utah indie game dev community.
This is it: our massive recap of showing Legacy of the Elder Star at MAGFest for 74 hours straight. Loads of specific advice for indies inside!
Vetting a PR company is about more than just the size of their press list or their social reach. We ran into a surprising and totally unexpected problem, and we're here to share what we learned.
"Satisfying, best-in-class game feel" is now a key, driving principle of my own studio, Third Helix. And this is exactly what you need: a clear, concise statement of what you stand for that will guide your business for (hopefully) many years to come.
I left AAA to go indie, and then screwed up a bunch. Here is my sordid tale of failure (and how it might actually prove beneficial in the long run).
In this Unity-focused article, I’ll teach you how to overcome API omissions by using extension methods to add functionality to built-in classes and classes defined inside third-party plugins.
I'll present an overview of a number of techniques I've used to a create a classic 2D pixel art look in Unity.
Josh Sutphin's Comments
[Blog - 09/25/2015 - 12:31]
As the stores increased in ...
As the stores increased in size so inversely the exposure a game would get decreased. This is why How do I make a good game started to be replaced with how do I get my game discovered . r n r nExactly how I ve felt about Gamasutra articles for ...
[Blog - 09/22/2015 - 01:32]
[Blog - 08/17/2015 - 02:01]
This is a really good ...
This is a really good article. As a designer I 'm personally obsessed with these kinds of feel-y details, so I 'll admit I read this with a very critical eye... but for each solution you presented I found myself nodding along, saying yup, that 's exactly right . I ...
[Blog - 06/24/2015 - 10:28]
It 's a shame you ...
It 's a shame you haven 't gotten more comments on this and earlier articles in the series, because this project sounds fascinating. r n r nI don 't suppose you have, or could post, a video demonstration at some point It 's interesting to read about but I 'd ...
[Blog - 06/04/2015 - 01:25]
It sounds like you had ...
It sounds like you had some problems with git Unity that could have been avoided with the correct initial setup. I can 't say for certain since I don 't have all the details - just the summary in your post - but that 's my first guess, especially since ...
[Blog - 06/02/2015 - 01:30]
On paper, I 'd be ...
On paper, I 'd be inclined to agree with you. But in practice, having spent several years of my life working in an environment in which every one of my design decisions was questioned, second-guessed, and debated to the point of absurdity, I 'm gonna have to side with the ...