"Once you figure out where the fun is and spot problems, you can then then iterate and expand on this level"
November 24, 2015
Being a dev team of one means I need to work quickly and efficiently. I’ve developed a process for producing my levels that will hopefully be useful to someone else out there. I first developed it back when I was a tester on Shogun 2, when the QA team got to do some map designs […]
"the Ai idly fired at the player whilst moving around, as if the gun knew the player was there but the body didn’t."
November 8, 2015
As I progressed with Captain Kaon (Greenlight this way), I needed to figure out some bad guy Ai. This was on the list of stuff I’d not done before and there are probably a fair few people out there in indieland who will find themselves in similar situation. Hopefully this little story will help anyone […]
"I’m doing everything myself, I’m every cog, and it’s a lot to juggle. I can’t just focus on what I’m good at and make that area of the game great.... simply because there is no one else."
October 28, 2015
Going from a big studio to being a single indie I’ve just dropped my game, Captain Kaon, on Greenlight (vote here, you know you want to), and it seems like a good time to take stock of where I am. It’s been a little over two years of near ceaseless work to get to this […]
"So what makes a game compelling?"
March 23, 2015
Games are always talked about as being addictive. This is wrong, games are compelling. This is an important distinction to understand. When you can’t stop doing something despite the consequences being dire, this is addiction. But to find something so interesting that it captivates you, that’s when something is compelling. Understanding what makes games compelling, […]