Tag Archives: Game Design

Out on the App Store. Now what?

We released Pop & Dodge on the App Store about a week ago. No marketing, no launch parties, just put it out there. The result? Pretty much as expected, Pop & Dodge is nowhere to be found on any featured … Continue reading

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Penguins + Dodgeball = Awesome

I’m going to take a wild guess that you like penguins. I know, it’s a bit presumptuous of me, but really. How can you not love flightless waddlers perpetually dressed in tuxes? And while I’m at it, I’m also going … Continue reading

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Kid-Friendly Playtesting

All game designers know how to play their own games. The true test is taking those games to the masses for “fresh eyes” testing, a chance to see if your game will sink or float when it’s out in open … Continue reading

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Live, Learn, Repeat.

It’s been 5 days since our first game, MotionMaze, made it out onto the App Store. And within those few days, we’ve already learned so much about our audience, our capabilities, and ourselves. Clarity vs. Simplicity It’s important to make … Continue reading

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MotionMaze Goes Live

Today, our first game, MotionMaze, went live in the App Store. Nothing can quite prepare you for the excitement, pride, and craziness that follows the release of a game. MotionMaze was created within 2 weeks. After spending a significant amount of … Continue reading

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Amazon Gift Card: The Game

I played a game today. No, it wasn’t Monopoly, Minesweeper, or Street Fighter. A few days ago, I got an Amazon gift card from my parents-in-law. So today, I played the Amazon gift card game. Curious? Here’s the high-level pitch: … Continue reading

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Industry Night

From our first day at VFS, Industry Night was dangled like a carrot before us, that seemingly unreachable goal light years away. Yet after months of hard work, countless brainstorming sessions, and tons of great feedback, we’d produced a game. … Continue reading

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Ready, Aim, Math!

Creating a full game for the first time no doubt brings about surprises. But one surprise I didn’t expect was having to dig up the little high school trigonometry knowledge I’d long ago buried in the deep recesses of my … Continue reading

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Creating 2D Levels with UniTile

As we’re starting to create levels in Unity, we’re discovering that making 2D levels in a 3D environment is no walk in the park. Luckily, we’ve discovered UniTile, an easy to use yet powerful tile-based 2D map editor for Unity. If you’re … Continue reading

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Zooming Out

We’re nearing the end of the second week of production, and every day brings more exciting new design challenges. Adrenaline and stress levels are running high as we continue to crank through 12-hour days on coffee and instant noodles. Because … Continue reading

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