Gamieon's Journal

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Tampa, FL
61 comments
34 entries
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Gamieon
March 13, 2013
Dominoze PC Post-mortem: Nine Years, One Programmer
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.





Dominoze



The story begins in February 2001 when I got the idea for a puzzle game where you have to knock down…
2,184 views
Gamieon
February 05, 2013
Five things I should put in all my future mobile games
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 i…
2,285 views
Gamieon
January 23, 2013
Hamster Chase Released: How I got ten thousand downloads in eight days
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!



Hamster Chase is t…
3,002 views
Gamieon
January 13, 2013
Hyperspace Pinball Development: The Almost-Sunset Story
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 Hyperspac…
2,551 views
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