More from the archives. This prototype, circa 2013(?) eventually became a game called Lumen (unreleased).
styofa doing anything
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No title available

pixel skylines

Product Placement

if i look back, i am lost
tumblr dot com
i don't do bad sauce passes

#extradirty
Stranger Things

Janaina Medeiros
Cosimo Galluzzi
wallacepolsom
dirt enthusiast
PUT YOUR BEARD IN MY MOUTH

ellievsbear
Aqua Utopia|海の底で記憶を紡ぐ
sheepfilms

Kaledo Art
will byers stan first human second

seen from United States
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seen from Russia
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seen from Brazil
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seen from Türkiye
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@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?