Rahul Sehgal is a game designer and game-making instructor.
He is the founder of UpYourGame, a game development education and mentoring platform.
A graduate of VFS (Vancouver Film School)’s Game Design program, Rahul has performed the roles of QA Intern, Level Designer, Game Designer, Producer and Creative Director.
He interned at Piranha Games in Vancouver before relocating to Hyderabad to take up a Game Designer’s position in Gameloft in 2010. He left Gameloft in 2011 to establish Roach Interactive.
He used to live on a Boat. True story.
Gamedev is going mainstream as more resources such as game engines and online tutorials become available, but most first-time projects fail because beginners don't know that there's more to making successful games than an Idea, Art and a Game Engine.
Just can't seem to find enough time to work on your Game Project, because Life? I have three jobs, a wife and four kids and a dog, I'm doing 2 courses of study and I still work 12-15 hours on my side project. In this post, I will tell you how!
Getting the Art of your game right is a big part of making a successful game, but it takes some doing. In this post, I reveal five hard-earned lessons I have learned from managing art teams over a period of a decade.
Having a sound career strategy is essential for video game-makers to be able to do meaningful work as well as earn a decent living. In this article I chart out the broad contours of the actions one should take to prepare for the future
From the trenches of Indie game development, an analysis of why I do what I do.
How we may have just saved our game from possible oblivion by launching on PC instead of mobile
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[Blog - 03/29/2016 - 08:39]
Hey Johan, r n r ...
Hey Johan, r n r nThank for reading and commenting. That 's very well put the game should be the main focus. It turns out that our understanding of the appropriate platform was wrong, and we have hopefully corrected that
[Blog - 03/17/2016 - 08:12]
Nicholas, thank you for the ...
Nicholas, thank you for the very well written article detailing your experience. I 'd say that considering this was your first game, you hit it out of the park. r n r nCreating a full, complete game, finding a publisher, making promotional material and releasing it is a massively difficult ...
[Blog - 02/17/2016 - 02:08]
Max, r n r nThank ...
Max, r n r nThank you for reading and sharing your thoughts. Yes, I agree that it 's ideal to allow players to choose characters, but our goal was different altogether it was to allow players to discover that it really doesn 't hurt to play as a little girl.
[Blog - 02/04/2016 - 01:29]
It 's pretty terrifying to ...
It 's pretty terrifying to market a mobile game these days. We 've spent a year and a half creating Bird of Light, and now that it 's time to get the game out there we are realizing the magnitude of the discoverability problem. What makes it harder is that ...