Game development

Partnership vs solo

Ever since the release of March of the Living, I’ve become really aware of what it takes for a game to be financially successful. I mean I always knew it wasn’t easy but MotL’s success helped to make this even clearer. The success of MotL is probably enough for me to not look for a […]

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Finishing before the deadline and under budget

First thing first, if you haven’t read yet the article my publisher, Neil Yates from Creaky Corpse, wrote about his transition from indie dev to publisher you should go read it right now:¬†http://gamasutra.com/blogs/NeilYates/20160428/271515/The_transition_from_indie_developer_to_publisher.php It’s not quite a full postmortem on March of the Living but a detailed piece explaining how the game came to reality. […]

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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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