Making Code Happen

Tag: Postmortem

  • One Year Going Indie

    It’s been a little over a year now since I finished up working on Starhawk for PS3 but it seems like so long ago. Despite being a pretty fun multi-player game it flopped and most of the team was let go after the second DLC update. Sometimes that’s how things can go in this industry,…

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  • “Secret Formula” – Postmortem

    Last weekend I participated in Indie Speed Run 2013 a 48 hour game making competition for teams of up to 4 people. For our team I was focused on programming while Saam handled art/design and Jerry worked on sound/music. This was the first time we were working together and also my first game jam working…

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  • (R,G,B) – Postmortem

    This was my 5th Ludum Dare, I was well prepared with a beefed up Frank Engine, my open sourced game engine that I’ve used for previous Dares. During the warm-up weekend I added some nice tile sheet support so I was planning to make a pixel art game to test out that tech. I ended…

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  • “Dark World” – Postmortem

    This was my 4th Ludum Dare, I planned to use my own open source game engine and was eager to experiment with the new dynamic lighting system I added. When the theme was announced on Friday night I was at a Louis CK show and went out to dinner after so I thought about the…

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  • Protractor – Postmortem

    Last weekend I participated in Ludum Dare 18 and worked intensely for 48 hours to create an interesting little game called Protractor, here’s a link to my competition entry. Leading up to the comp I played some winners of the previous Ludum Dare to get a feel for what I could hope to accomplish. I…

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  • A Stitch In Time – Postmortem

    Last month I participated in the 7 day game challenge at the experimental gameplay project. The theme was repetition and I wanted to expand on the concept of replaying the same level while layering ghosts of your previous runs. I also wanted to leverage my engine to create a large world with nearly unlimited amount…

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