This is an exciting time for me. I have reached the final 10% of Near Earth Objects’ development cycle, and as my largest game project thus far; not to mention, my first game with a price tag; it represents a milestone for me as a developer. The bizarre thing is, I can’t wait for The… Read More N.E.O – Near Earth Objects, is near
As N.E.O – Near Earth Objects nears the final phases of its development cycle, I think it’s time to talk about the game. The game itself is to me, the logical conclusion of what would happen if I were to tinker with its fore-runner Press Space forever. Maybe. When I added touchscreen controls to Press… Read More Near Earth Accessibility
Although I’ve been known to wear the hat of artist and illustrator (I draw, on occasion, a webcomic and everything!) I haven’t consistently been one – for eight years of my life, I gave up drawing almost completely; only breaking scribble-silence to idly doodle on the nearest piece of paper to the land line telephone… Read More Teenager Gamdev part 1 – Four characters
Game: over. Begin. Game: over. Begin. This is the sound of the average non-seasoned, non (but possibly soon to be) addict playing Super Hexagon. Interspersed of course, by musician Chipzel’s headbangingly-good Gameboy rave soundtrack and framed in anything between a four and six-sided claustrophobic canvas of pulsating colour. The thing about Super Hexagon, and the… Read More Editorial: Super Hexagon and lessons in game development
Extra Credits’ first video of their new series ‘Design Club’ is absolutely brilliant: Now, I do feel like I have to say that I don’t generally like Extra Credits as much as some other people. Videos seem to get a little ostentatious about their supposed intellectual discourse of the way games work, often inventing nonsensical… Read More Teach me how to play, by letting me play.
One of the most inspiring things about my teen years was seeing games made in the engine of other games. To find out that a game ‘ran on’ the inner mechanics of another said to me a very simple thing; that someone else can do all the hard work and let me personally focus on… Read More Devices of Doom: How a decades-old engine can help you create a game.
Recently, since I’ve been making a low-resolution demake of Terry Cavanagh’s amazing gravity-flipping unplatformer, VVVVVV, I’ve been thinking about the tributes it makes to older games; how many of them I have personally noticed, how many of them others haven’t, and how I make my own tributes in my own games. In the spirit of… Read More SHOW YOUR WORK: of research, inspirations and tributes