Most modern game engines support PBR (physically-based rendering) materials. These maps can be created using expensive and hard to learn software, or created from photographs. There's an alternative however, you can draw these textures by hand using free software and basic drawing skills![Read More]
Over the years, I’ve had good and bad experiences with teams and projects, but that’s part of the process. The bright side is that I learned a few tips and tricks that can help to find and manage a team easier, which I will share today.[Read More]
Ruya is a meditative puzzle game where you play a seemingly sleepy character with a garden of adorable characters beneath her. The goal is to match cute characters in Ruya's world of dreams, swiping, sliding, and popping these characters to progress and unfold Ruya's memories.
Missile Cards may be my first commercially released card game, but I’ve created dozens of card game prototypes and am working on numerous card-based projects I plan to release in the future.
In this post, I'll talk about the variety of industry competitions and prizes to help your game stand out. There are many competitions within the industry that can provide financial prizes, marketing related prizes, or the invaluable opportunity to show off your game to a larger audience.[Read More]
In this article, I am going to talk about two different types of events and how to make the most of them. Going to events may seem like a particularly daunting task, but having a face-to-face connection with people in the industry is extremely important.
Missile Cards isn’t my first commercial project, but it’s one of the weirdest, most ambitious, and most successful games I’ve created to date. For me, learning is an important part of the process and each project brings new challenges, victories, and opportunities to share my experience with others.[Read More]
Today, we are going to use PRNG to create some random cave-like environments using a programming model called cellular automata.[Read More]
I will talk about three examples in this article related to that genre, namely: Coyote Time, Jump Buffering, and Sticky Walls. Let’s get started.
In my previous blog post, we went over some basic tools and terminology for audio engineering. Now that we have an appreciation of the basic sculpting tools available to us, let’s talk about a holistic approach to the soundscape.
Particle effects like explosions, magic effects, water, and smoke can bring any game to life. To get started with particle effects, you will first need a sprite to use as a particle. Creating these sprites is can be easy using free software and minimal drawing skills. Let’s get started![Read More]
This blog will cover something very near and dear to my heart: player expression through gameplay. Basically, players being able to play how they want to play and not always exactly how the game or the designer wants them to play.[Read More]