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September 21, 2020
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Patric Fallon's Blog


Moebial Studios is a tiny international game collective currently working on its first title, a quiet survival adventure in a hand-drawn alien ocean called Aquamarine.


   NOTE: Blog entries awaiting initial Gamasutra approval.

Member Blogs

Posted by Patric Fallon on Fri, 07 Feb 2020 10:38:00 EST in Business/Marketing, Design, Production, Indie
As the Kickstarter for my sci-fi survival adventure Aquamarine teeters on the brink of success, I look back at how I got to this point and how my past failures made it all possible.

Posted by Patric Fallon on Mon, 27 Jan 2020 10:39:00 EST in Design, Production, Art, Indie
Probably my favorite part of developing my hand-drawn survival adventure Aquamarine is designing a new creature for its underwater alien ecosystem. Here's an in-depth look at the process of creating one of our game's most recent additions.

Posted by Patric Fallon on Fri, 24 Jan 2020 10:27:00 EST in Design, Production, Indie
After my roguelike-inspired sci-fi adventure failed its first Kickstarter in 2018, I had to regroup and figure out the game's future. By looking to its past and approaching the design with fresh eyes, I could finally see the path it was meant to follow.

Posted by Patric Fallon on Tue, 16 Apr 2019 10:40:00 EDT in Design, Production, Indie
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.

Posted by Patric Fallon on Mon, 22 Oct 2018 03:20:00 EDT in Business/Marketing, Production, Console/PC, Indie
When crowdfunding a game, there's practically a formula for success. But few first-time creators can follow the formula with limited time, money, and energy. Should aspiring game devs who deviate from those guidelines not bother trying to run a campaign?

Posted by Patric Fallon on Tue, 09 Oct 2018 09:55:00 EDT in Design, Production, Art, Indie
Aquamarine, my upcoming point-and-click exploration game, began as something completely unlike what it is today. Without my 17-month process of experimentation and change, I would have never found the right structure to build around the game's core ideas.

Patric Fallon's Comments

Comment In: [Blog - 04/16/2019 - 10:40]

Really appreciate that, thank you. ...

Really appreciate that, thank you. I like to think of it all as valuable growing experiences, and failure is definitely the quickest way to learn those hard lessons.