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RS Pilot DevLog #1: Enemy design

Working in 3D for Renegade Sector Pilot has introduced a whole new set of challenges in terms of enemy design.  Especially since this is a rail-shooter, meaning enemies can move fairly freely in 3d space and aren’t confined to a … Continue reading

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Next time on Tales of the Renegade Sector…

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Preview: Renegade Sector Pilot

Working on a 3D rail-shooter as a way to get better at both Unity and 3D modeling.  It’s currently early in development, but here’s how it looks so far:

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Getting Lost in Games

One of the feelings that I think games are especially good at evoking is the fear of getting lost. The idea that you’ve made one to many wrong turns, and now you don’t know how to find your way back. … Continue reading

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Venusian Vengeance Commentary Part 9

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When to Start Level Design

When designing a game, there’s always that question of “when should I start designing levels?” This is something I’ve had to deal with a lot, since level design is my favorite part of the development process. When I was getting … Continue reading

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Leveling Systems

I wanted to go in depth with a set of mechanics known as Leveling Systems. I feel that Leveling systems are one of the more misunderstood game dynamics, and I think that misunderstanding derives from the belief that, in a … Continue reading

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Venusian Vengeance Commentary Parts 7 + 8

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Why I Like Short Games

When I released Venusian Vengeance, one of the complaints I got was about the length. The game only took a few hours to beat, they said. There are two reasons that the game is the length it is. One is … Continue reading

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How Games Don’t Know What They Are and Why This is a Good Thing

Games have something of an identity crisis going on. I can’t count how many design discussions I’ve seen where the subject is what games are supposed to be. Are games art? Are games a storytelling medium? Should games be all … Continue reading

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