2014: My Goals and Resolutions for the New Year

Yesterday I put up a recap / personal reflection of my 2013. With the year being as crazy and awesome as it was, I can't wait to see what 2014 brings me. That being said, I have created a few goals for myself in 2014: Make more games, and ship some of them too: In 2013, I officially shipped two games, Wobbles and Codename Cygnus. On top of those, I worked on several side game projects such as Ball 2 Box, Paranoia, and a few other games. My goal for 2013 is to at least meet a goal of shipping two games, and maybe at least doubling that to four. I already have Sovereignty which will officially ship next year, and have a few others planned, so we'll see how that goes! As for side projects for games, I want to participate in every game jam I can this year. I…

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2013 Recap – One Hell of a Year!

2013 has been one crazy ride. I honestly am surprised how quickly it went by and what happened this year. Easily said, it's been one hell of a year for me (and I'm sure many other people too). Compared to previous years, I've done so much in what seems like a little amount of time. I've released not one, but two successful games on the iOS and Android platforms, attended three awesome gaming conventions/events, worked on countless side projects and started a brand new company on the side, and I've also made a ton of great new friends. I'm surprised I have time to sleep! Global Game Jam (January) Global Game Jam was my second game jam competition I have ever participated in. I did it with two of my teammates from Play Nimbus, Mike and Adam. We worked on a game called Paranoia, which ultimately is a simple puzzle…

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In App Purchases: Why I Have No Problem With Them

We live in a different gaming industry compared to what we had  many, many years ago. Back in the day, there was no such thing as "downloadable content," there were expansion packs that you bought at the store. There also was nothing that you could buy to supplement your gameplay experience, but there were cheat codes. Nowadays, extra content and supplements are usually found in the form of in app purchases in games. Many developers, notably Zygna, noticed the power of IAP's early on with their Facebook and mobile games, and many other developers have followed suit and have added them in their games. While they typically are a huge success for developers, many gamers find them insulting and have thoughts against the in app purchases. Personally, I have no problems with them. However, I am not everyone. As one person, I do not represent the entire gaming community. I…

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Kickstarter Report: Under The Sea: The Underwater Metropolis

Eleventh Level Interactive, an independent game development studio located in Canada, launched a Kickstarter for their upcoming game, Under The Sea: The Underwater Metropolis. The launch of their Kickstarter coincided with the launch of Kickstarter in Canada, and throughout the past few weeks has been doing very well! Under The Sea: The Underwater Metropolis is an underwater city building game for iOS and Android. As a newly found mayor of an underwater city, you must build your city, growing it to new heights, while exploring the depths of the ocean and the sea creatures that live among you. Players can personalize their underwater metropolis' by planning a unique city of their own. However, you must be aware of the challenges and dangers that lie around your city such as sharks, volcanos, earthquakes and more! What has me excited for Under The Sea: The Underwater Metropolis is the crazy and wacky…

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Boston FIG: Exhibiting My First Show

Last weekend, my team and I exhibited at a local video game event, the Boston Festival of Indie Games. The event showcases roughly 100 different indie games from the New England area, primarily Boston. This event however was my very first event that I have worked and not attended as a fan. My team, Play Nimbus, showcased our game, Wobbles at the convention. Preparation The past few weeks have been crazy. We've launched our game and been working on preparing for our showing of Wobbles at Boston FIG. We debated for a while if we should get stickers to hand out, postcard sized promotion cards, a banner, etc. We also wanted to make sure we had some sort of sale during the convention. We ultimately decided to keep it simple. We ordered a 6 foot wide banner that clearly shows the game, Wobbles. We decided against ordering anything like stickers,…

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Boston FIG: Exhibiting My First Show
My exhibitor badge for Boston FIG!

The Homestretch of Game Development

Today is July 29th, 2013. My team and I have been working on Wobbles, a puzzle platformer inspired by Lemmings, since January - February-ish of 2013. While the majority of that time was on-and-off concepting and design, the past two months were pure development full time under Mass DiGI's Summer Innovation Program. We spent those two months executing on the plans we constructed months back by creating art, writing code, designing levels and obtaining coverage for the game. These last two weeks of game development (and the next one, one and a half, maybe) however have and will be been pure polish and wrapping up of Wobbles, getting it ready to submit to Apple and Google Play (among other Android marketplaces) and shipping the project. Let me tell you though, these last couple weeks, and the ones to come have been the most stressful (yet exciting) I've had in the…

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Kickstarter Report: Codename Cygnus – Interactive Radio Drama Comes to Your iPhone

Jonathon Myers, a well respected game and narrative designer in the Boston area has recently launched a Kickstarter for Codename Cygnus, an interactive radio drama for your iPhone. After hearing Jonathon tease the project for months on end at various local game developer meetups, it's great to see the Kickstarter to help push them right to the finish line for the project and help them create something unique and wonderful. In Codename Cygnus, you "play as a secret agent in an interactive fictional world inspired by old time radio dramas." Using voice recognition to interact and engage, you interact with this interesting story. The game is 100% story driven and is surely to be a fun experience. The game features some well known voice actors, such as: Logan Cunningham - Narrator from Bastion, Sarah Elmaleh - Skulls of the Shogun & Gone Home, Chris Ciulla - Fallout: New Vegas, and many…

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Guest Blog at Mass DiGI – Easy Street: Using Standard Industry Tools

I recently wrote a little blog post for Mass DiGI about my experiences during their SIP 13' program (which is still going on, but almost over!) and some industry tools we are using during the program. I talk about Perforce, TestFlight and GameAnalytics. If you didn't already know, Mass DiGI is a company in Worcester, MA which serves as a bridge for college students to the games industry. They are helping the students in the Massachusetts (and pretty much all of New England) area connect with industry professionals and benefit from these connections. The Summer Innovation Program (SIP for short) is a program that allows about 20 students a year to work collaboratively on four game projects (this year, two serious games and two entertainment games). The projects allow us to work with industry tools and mentorship and better us for the future. On top of that, we come out with a…

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