Game development

How to feel better about your imposter syndrome

There’s an article on Polygon in ¬†which some game developers are talking about this imposter syndrome they are feeling. I’m guessing that you need to have met success of a particular scale to start feeling that way as it’s really not something I can relate to and even have a hard time understanding. My best […]

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Announcing March of the Living

  This is the game (downloadable PC / Mac release that will be sold on Steam, Humble Store and the like) I have been busy working on for the past few months and I’m now happy to share some details about it. This a joint production between Machine 22 (me) and Creaky Corpse, acting as […]

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Cold approaching artists

I’ve been making various games for some time now but I only released 2 “PC games” so I’m still puzzled about the proper or I should say ideal order of the steps that will get me to release. Things like how far should I go before I bother to add what will be the final […]

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Analyzing game development cost

Stats are fascinating. Specially when they’re coming from indie devs. Robotality, the studio who released the game Halfway, recently published their stats after one year here:¬†http://robotality.com/blog/one-year-of-halfway/ The first thing that struck me when reading these stats is that after six months I made a higher net revenue than them which really don’t make any sense […]

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Project #14 – Dual targeting, new prototype

Again this prototype has a different control scheme than the last two. While the “time only pass when you move” thing was cool at first, it didn’t carry enough the feeling I’m looking for. There’s one cool thing I added though and it’s dual targeting. I’m not sure if there’s a game out there that […]

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