Game development

Managing your indie #gamedev expectations and setting an objective

A tough thing to ask indies is that they see their journey in game development as a marathon when what we keep seeing day after day are sprinters occupying 90% of the press space. It can be difficult but that’s the only way to be able to continue working when things don’t quite go the […]

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The price of cheap

I like cheap stuff. I seem to never have enough money to have my conscience clear of buying luxury things. Not expensive things, just things I don’t really need but can still brighten¬†my day. I’m a Netflix subscriber. Tonight, my wife fell asleep early so I decide to watch a movie. My first pick was […]

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Designing missions for Human Extinction Simulator

Before I realized it I once again put myself in a position where I need to design levels/missions. I swear I wanted to work on a game with procedural generated content but as I said before it just wasn’t as much fun for this game as I thought it’d be. Designing a fun mission for […]

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Going the deterministic non-procedural way

I finally decided that my upcoming game, Human Extinction Simulator (yep, I changed the name), will be scenario-based instead of being a single procedural generated challenge. Even though a procedural approach would in theory means an unlimited amount of content I don’t think that for this game it would mean unlimited amount of FUN content. […]

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Bret Airborne dev diary – Tech and resources

Here’s the first entry of what I hope will give you an interesting peek behind the curtain of the development of Bret Airborne. I’ll do my best to cover as many aspects as possible but feel free to send me suggestions if you’re curious about a particular ¬†point. This first post will look at the […]

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