Picked up the iPad again to do some sketching. I might color this one later. I like doing brightly colored drawings, but the elegant simplicity of a sketch often convinces me to stop there.
About time I jumped onto this bandwagon!
2019 has been a fine year. It started off strong with high hopes, then it dipped in the second half, but it finished off on a high note. As every year, I’d like to highlight some of my favorite moments.Continue reading “2019 recap”
One of my favorite commisions from this past year was for a charity. They wanted a vision board in their office to remind themselves of their mission. I got to go wild on a great image collage drawing things I don’t normally draw, which later got overlaid with their mission statement and goals.
I did a light version of Inktober this year – I was too busy in october to participate, so I saved the prompt list and spent some days in November drawing my favorites from that list. That resulted in these illustrations:
Talking to indie devs, the topic of backing up game projects often comes up. They know they should, but they don’t know how or it seems too complicated. I was there too, but since I started using GIT, I never want to live without it. So I thought I’d write a GITting started guide (sorry). This isn’t by any means the way to do it, it’s just what I’ve found to work best for me.
August 2019 update: wrote a new and easier workflow with screenshots now that Github offers free private repos too.
STEP 0: …What the hell is GIT?Continue reading “How to back up your game project with GIT (for free)”
While making the Coyote remake in Unity, I had to make some interesting game design decisions. I figured you might enjoy a behind-the-scenes look at some of these details.
Coyote was originally a fully 2D game, but for the remake I found the perfect asset package to build the town with instead of redrawing everything. I knew I would have otherwise never made the one-week-deadline of the Remake Jam. But a switch from 2D to 3D comes with its own unique set of challenges:Continue reading “The gamedev tricks I used to make Coyote”
2019 is going to be a good year, I can feel it in my bones. I can’t explain why exactly, but it’s a combination of coming off a successfully completed project with a creative high, seeing a lot of opportunities appear and knowing that really putting my energy into it can have tremendous results.
So, here’s a list of things I’m hoping to accomplish in 2019.
- Build off the success of Minimal Raider to create a similar game which is longer and has my own style and narrative.
- Collaborate with other indie game devs to create better games, and perhaps build it out into a nice side business.
- Build up a local community of creatives.
- Get back into doing frame-by-frame animation and post short animations based on songs I like to Instagram.
- Speak at a conference.
- Learn to really play the piano.
- Buy a house.
- Super secret stretch goal.
I’ve always been a fan of the Tomb Raider franchise, so I had to seize this opportunity to play with the formula. And I learned a lot doing so, as this is my first fully 3D third-person game. (It doesn’t even use Adventure Creator!)Continue reading “Minimal Raider released”