by Annie | Sep 28, 2011 | Game Design
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 time designing a larger game with tons of features, we decided that creating a smaller game to prove out the tech and the crazy ideas in our heads might be more useful. And the good thing about working on such a small team is that U-turns and detours can be achieved quite easily. From a game design perspective, working under a strict 2-week deadline is both daunting and helpful. Having to create everything in two weeks forced us to focus on the most crucial features in our game, resulting in a streamlined experience. Sure, there are features I would have added if we had more time, but ultimately, the game is immensely more useful in the hands of players than sitting on our computers here in the office. So check it out for yourself. Head on over to the App Store and download MotionMaze now!...
by Annie | Sep 27, 2011 | Education, Illustration Station
My memories of elementary and middle school are littered with instances of kids being scolded for doodling in class. By high school, most had learned to resist doodling in front of the teacher or had just gotten better at hiding it. Even though I’d heard bits and pieces here and there about the benefits of doodling in helping with focus and information processing, as a teacher, I still felt compelled to frown upon doodling in my classroom. After all, every teacher I’d ever had discouraged doodling. Even now, when I see people doodling in class or during meetings, my first thought is, “Geez, why can’t that person just pay attention?” But when I stop to think about my own doodling habits, I find that I tend to doodle when I’m trying to concentrate. I almost always doodle when I’m on the phone, especially during those oh-so-lovely phone interviews. Though many are quick to dismiss doodling as a mindless pastime, research finds that doodling actually aids in processing complex information. So if you’re a closet doodler or have ever looked down on someone for doodling during a meeting, take a...
by Annie | Sep 7, 2011 | Game Design
Many independent developers fall into the trap of taking too long to finish a game. Just…need…to add…this one more thing. What I’ve learned from developing games is that a game is never truly done. You can work on it and polish it forever and never be truly satisfied. I still look at each game I’ve worked on and wish I could have more time to add in more sound effects, some crisper animations, or more character expressions. But ultimately, I’m glad that the games I’ve released are just that – released. They’re out in the world being played. Just as they were intended to be all along. And often, that bug I obsessed over or the sprite I could never get just right are overlooked by players, and instead, they point me in different directions and spark new possibilities. So when is it time to release a game? When someone can play your game from start to finish without needing your help or additional explanations and without the game crashing, it’s time. You can always add in more art, sound effects, and levels in future updates and patches. But until you get the game into players’ hands, it’ll remain a concept, another unrealized vision collecting dust on your “someday” shelf. So go on. Get it out there so we can all play it....