1. Secret pet project reveal

    wcblogo.jpg

    Here’s the pet project I’ve been alluding to on Twitter for the last couple of weeks. WordCrasher Blitz - the ultimate version of WordCrasher, with the magical, mystical price of FREE, already submitted to the App Store and arriving in the next few days.

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  2. 5 golden rules of app updates

    appupdaterules.jpg

    The coming of the App Store (and other similar, non-capitalized app stores) means you can update your app indefinitely, adding features, responding to customer requests, changing the app until it eventually becomes a different beast altogether.

    However, as with most things in life, just because you can, doesn’t mean you should. Here are my 5 golden rules for putting out app updates, designed to keep your customers happy, your sales high, and your sanity in check.

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  3. Food Run’s level editor - a video walkthrough

    The main tool for creating levels in Food Run is the in-house editor created specifically for this project, BreadBoxEd.

    Here’s a two-part video walkthrough and tutorial. In these videos, a level is created from scratch and tested in the game.

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  4. iPad video footage capture and editing workflow: Part 2

    At last, some movement on the iPad capture workflow, the results of which you can see in the new video of Food Run above. It’s not yet perfect, but it’s 90% of the way there. Details after the break.

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  5. Silent cinema

    hear no evil

    Hey, remember when video game trailers had sound effects?

    A retrospective on the music-only game trailer.

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  6. Weekend web work

    Pixels on Toast site

    I spent some of the weekend adding to the Pixels on Toast website. I added Javascript animated slides for the main image, changing out every 10 seconds. There is a slide for each of the games, as well as a Pixels on Toast slide. You can also access each slide individually and statically by clicking on one of the game boxes beneath the main image.

    Here are some things I noted whilst updating the site.

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  7. Epic waste of time vol. 2: Invisible Planet

    More unwanted sprouts flicked onto the floor from the plate of indie development. This time, an early video treatment for a company name idea.

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  8. And a Happy New Year

    Magical.

    Happy New Year! 2012 just sounds so much cooler and futuristic than 2011, doesn’t it? Therefore I’m boldly predicting good things for all of us. Magical ponies for everyone. Bring it on.

    Here’s my development resolutions for the coming year.

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  9. Game of Marmite

    I released Kick Flick HD, a game about football, in the summer of 2010 just as the World Cup was warming up. I had always wanted to make a football game, the sport being something I enjoy playing (badly) and watching (too much). Little did I know that what I was releasing was the Marmite of games: something, as the advertising for the yeast based extract is so ready to tell us, is loved and hated in equal measure, with little room for fence sitting. This post discusses why that happened, and what you can do as a developer to stop it happening.

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  10. Epic waste of time vol. 1: One Button Defeat

    One Button Defeat

    There are roads you go down in the creative process which end up unravelling and leading you to the wrong side of nowhere. I thought it might be interesting to share some of these design ideas, prototypes, images and assets to show some of the hidden work that goes into independent games development. And so I present volume one, the lost company branding known as One Button Defeat.

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