More from the archives. This prototype, circa 2013(?) eventually became a game called Lumen (unreleased).

ellievsbear
"I'm Dorothy Gale from Kansas"
untitled
The Stonewall Inn
Sade Olutola
🪼
YOU ARE THE REASON
icyghini twinkie
Show & Tell

blake kathryn
almost home
No title available

tannertan36
art blog(derogatory)
h

izzy's playlists!
macklin celebrini has autism
he wasn't even looking at me and he found me

Kiana Khansmith
taylor price
seen from Germany
seen from El Salvador
seen from United States

seen from Türkiye
seen from Ukraine

seen from United Kingdom
seen from Switzerland
seen from Brazil
seen from Venezuela

seen from Malaysia
seen from United States
seen from Argentina
seen from Argentina
seen from United States

seen from Malaysia

seen from Bangladesh
seen from Palestinian Territories
seen from Ireland

seen from Argentina

seen from Iraq
@aefreedman
More from the archives. This prototype, circa 2013(?) eventually became a game called Lumen (unreleased).
Unnamed adventure-puzzle prototype
Old old old screenshot of what eventually became Sunburn!.
A piece of one of our most notorious assignments from the Game Center MFA way back, involving making an infographic for FTL. I wonder where the full infographic is tucked away.
Wow! Screenshots of the first videogame I made, Story of Square.
Another archival discovery. Screenshot of a wave-pool-like audio visualizer prototype I made a few years back.
It's the notorious Field-1 gif!
Zero.Mark: The Lost Screenshots, Part 2
More archeological discoveries.
Don't worry, the Sunburn! iOS 11 update is coming.
Zero.Mark: The Lost Screenshots, Part 1
Found these while digging around. These should be from 2014.
New update dropping soon.
More screenshots of early prototypes of Lost Memories Dot Net, this time from inside the Unity3D editor. These screenshots are from February, 2017.
*None of the images in the screenshots are ours and are the property of their repsective owners.
Some screenshots from super super early prototypes of Lost Memories Dot Net. Taken during the first few weeks, and about six months before release.
*None of the images in the screenshots are ours and are the property of their repsective owners.
Very clear playtest feedback.
More info on Kimmy
Screenshot from the custom dialogue editor I built for Kimmy.
Thanks, @MIFestival!
The Many-at-Once Method
I'm currently working on multiple projects of varying scale, with a mix of work-for-hire, commission, personal work, and work with collaborators. All of the work is games, and in most cases I'm the sole developer in addition to whatever other responsiblities appear (and there's never a shortage).
The most difficult thing about working this way isn't finding the time to work on everything, but having the mental space to constantly switch contexts and pick up where I left off.
In this situation I find that I tend to attempt sharing design solutions between projects where it's possible -- for example while working on a card game, adding card mechanics to another game feels like a great solution. Basically, I've already spent the energy trying to understand the nuances of that design problem, so maybe I can just transmute this other design problem into the one I've already explored.
I think this can create interesting solutions to problems, as if you're applying oblique thinking, but there's always the risk that you're simply trying to take a shortcut and you end up in a place that isn't any better than where you started.
I wonder how much innovative design is a result of people trying to take these mental shortcuts. Is the only difference between inspired design and lazy design the result, and not the process?