Monthly Archives: September 2017
A look at some of the most interesting mechanics and design choices in Turn-Based RPGs.
A talk about how I got into games. I started at 13, released my first published game at 18, and at 22 released a game called Pillar for PlayStation 4 with no formal education. Now I’m starting a Youtube channel to share everything I’ve learned!
Today in Day 10, we’re going to look at creating an enemy that we can write some code to go and shoot.
Back in 2011 I began to write a series about building a game development studio in El Salvador, but I didn’t get past the 4th part. I figured I’d look back to see what’s been happening and how things have changed in the last 6 years.
GDC 2018 Registration is Coming: How to Get There as a Broke-Ass Indie Developer, Part 1 – by Rachel Presser
GDC 2018 registration is around the corner and planning needs to start early: including how you can scrap your way in as a broke-ass indie developer! Learn how you can get someone to cover your pass– or make do without one.
If you want to move to Seattle to pursue indie game development, I’m now you one year into the future. Here are all the pros, cons and what I learned from living in Seattle for a year.
How do you move an object to a desired position by applying forces? With a Simple Physics-Based Position Controller
A Fail State in a video game is something that no one wants to experience, but it still requires an eye towards balance to keep people invested in your game.
In this excerpt from the third issue of games and architecture zine Heterotopias, developer Sean Han Tani defends lo-fi graphics through a recount of his own experiences and an analysis of Shin Megami Tensei III: Nocturne.
We’re only a couple weeks out from Unite Austin 2017, and we could not be more excited to announce that director Neill Blomkamp (District 9) will headline the keynote and conference! Unite Austin, set to take place October 3-5 at the Austin Convention Center, is an excellent place for developers and creators to engage, network, […]