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...
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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
Community Stats
- Group Crossbones+
- Active Posts 11
- Profile Views 1,802
- Member Title Crossbones+
- Age Age Unknown
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Location
Tampa, FL
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Interests
Programming, hiking, nature photography
Journal Entries
Gamieon's Journal > Tips for Working With an Art Studio
Posted 18 May 2013
Gamieon's Journal > Dominoze PC Post-mortem: Nine Years, One Programmer
Posted 13 March 2013
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...
Gamieon's Journal > Five things I should put in all my future mobile games
Posted 04 February 2013
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...
Gamieon's Journal > Hamster Chase Released: How I got ten thousand downloads in eight days
Posted 23 January 2013
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...
Gamieon's Journal > Hyperspace Pinball Development: The Almost-Sunset Story
Posted 12 January 2013
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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