How the forgotten propaganda of the two World Wars and the Russian Communist revolution inspired the art for my game KARASKI.
Continue reading “Bringing World War and Communist Propaganda Back to Life”
How the forgotten propaganda of the two World Wars and the Russian Communist revolution inspired the art for my game KARASKI.
Continue reading “Bringing World War and Communist Propaganda Back to Life” →
I’m happy to share my latest free web game: Mr. Molotov Man! It is just the first alpha so a loooot of tweaks and fixes. Share your thoughts!
What if you could control public opinion?
What if you could start a riot?
How would you change your city, your family, your life?
Click for: Official Page | Online Playable Build | CONTACT ME!
HEADLINER is a small, experimental story-driven game about curating the newspaper in a near-future genetically modified society on brink of civil unrest. The current version is pretty much ready for public release, but initial feedback hints it needs a touch of artistic taste, something I dearly lack! So if it catches your interest and you got a week to spare, contact me!
I have published two commercial titles before and always took pride in paying my artists, so I was reluctant to seek free help… but my last game did not do as well as I hoped and my friends convinced me ask anyway. I do think Headliner has potential, so I don’t want others to dismiss the proof of concept solely based on lackluster screenshots. Initial testing has done well but the art was a sticking point.
I just want to be honest and upfront. If anyone is intrigued by the idea, has some free time, and would wish to contribute their awesome skills, I’d be grateful.
I am open to your suggestions for what art would suit the game best, but below are some tests I’ve been doing recently.
When you’re trying to churn out a game fast, it might make more sense to define your items, texts or conversation in code files. Here’s how to do it, an example from my current project.
Continue reading “Rapid Prototyping Tip: Defining data as code files” →
I recently picked up Grandia II Anniversary Edition to scratch a JRPG itch and it scratched it a little TOO hard. Yet, it proved an interest example to analyze.
Continue reading “Narrative Analysis of Grandia II’s Beginning” →
Last week I had a chance to show my upcoming game at a pre-PAX party among various game devs in a chill clubby atmosphere. Also, free beer and pizza!
Continue reading “Lessons from a premature game play test!” →
My second free experimental game flopped. It’s about leading a flock of minions to gather resources and harvest sacrifice for the gods. Here’s what I learned from it.
Continue reading “What I learned from my 2nd game design experiment: GATHER” →
Discover the esoteric world, lead your Children, learn their language, and harvest sacrifice for the Gods. Now where did I come up with an idea for THAT?
Continue reading “Inspiration for GATHER, my latest game design experiment” →
With hidden architectural gems, plentiful market plazas, friendly people and the Moomins, my last stop in Finland proved to be one of the most marvelous cities I’ve ever been to.
“Try it, honey,” the skeletal woman said eagerly holding a white little stick, “after three puffs it tastes like candy…”