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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

Gamieon's Journal



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Tips for Working With an Art Studio

Posted by Gamieon, 18 May 2013 · 0 views

In 2012 I had the pleasure to work with Meta3D Studios in developing artwork for my mobile game "Hamster Puzzler," and I'd like to share some tips on getting the most out of working with an art studio.Here's the short version: An employed studio is an extension of your core team, so treat them with the same immediacy, courtesy and respect!  Be prepared  B...


Dominoze PC Post-mortem: Nine Years, One Programmer

Posted by Gamieon, 13 March 2013 · 615 views

It is possible to give yourself too much freedom to develop a game. I learned that after transforming the development of a physics puzzle game into a personal Mount Everest of feature creep.http://www.gamieon.com/blogimages/dmscreens/thumbs/2.png    Dominoze     The story begins in February 2001 when I got the idea for a puzzle game where you have to knoc...


Five things I should put in all my future mobile games

Posted by Gamieon, 04 February 2013 · 721 views

1. Social networking share buttons A good game gives players reason to run over to their friends and family and say "you gotta see this!" or "I finally got that achievement!" They may not all be in the same room when it happens, so providing an outlet for people to brag from within the game itself in the middle of the action is the next best thing. Those...


Hamster Chase Released: How I got ten thousand downloads in eight days

Posted by Gamieon, 23 January 2013 · 1,176 views

I've written blogs about what I did wrong with my previous games before releasing them, and why they consequently didn't become very popular or acclaimed. The tables have finally turned, and now I can write about what I did to help achieve a successful product launch! http://www.gamieon.c...w.gamieon.co...


Hyperspace Pinball Development: The Almost-Sunset Story

Posted by Gamieon, 12 January 2013 · 369 views

While my first mobile game Tiltz  was mainly a learning tool, my second one was to be a half-learning half-"I want a good game on the app store." I wanted to get more comfortable with the Unity  engine, and do so writing another game that wasn't reduxed a thousand times over. I thought that Hyperspace Pinball  would excite pinball and shoot'em gamers alik...





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