"Flow" is that mental state you enter into when you are focused and highly productive. It is a pleasurable state to achieve and leads to productive gains (aka, "getting into the zone").
When it comes to any sort of creative work (game development, writing, artwork, design, et…
The biggest struggle for me is still money. It's getting harder. Game sales have pretty much stopped completely, but game development continues forward. I'm starting to think I'm a bit crazy.
The rational side says, "Why are you still working on building a product which literally gets zero sale…
Below is my preliminary draft design for the AI system within Spellbound. I'm slowly migrating away from scripted expert systems towards a more dynamic and fluid AI system based on machine learning and neural networks. I may be crazy to attempt this, but I find this topic fascinating. I en…
Tomorrow morning, I have to fire someone.
It's been a tough three months with a lot of big life changes. My girlfriend and I were unable to pay our apartment rent in downtown Seattle, for the months of April and May. So, we were strongly encouraged to move out. We were paying $2461 per month…
I wrote this article on Medium and thought I'd cross post it here:
https://medium.com/@Slayemin/your-indie-game-dev-team-will-fail-108d4b663e7e
This is based off of my own past personal experiences (and failures) and observations of indie teams. I think a lot of the points are probably common…
It's been a tough few months. Spellbound is not really selling very well on Steam. It's to be expected, since the game is both in Early Access mode and has zero marketing behind it. But, it's still a disappointing reality. I'm optimistic that it will eventually change. All I have to do is keep work…
I just spent three days debugging a problem within my VR game. I don't quite understand the root cause of the problem, but I do know enough about the nature of the problem to create an effective work around.
Over the course of my career as a programmer and developer, I've gradually gotten better and…
I don't really have the energy to write a long dev blog for this month.
I was invited to meet a chinese delegation looking to do some collaboration with the VR scene in Seattle. I picked the brains of a few fellow chinese devs and I learned that most of them understand english well enough that trans…
January 27th. The first major update for Spellbound since early access release on Sept 4th, 2016. Almost five months later. For the sake of brevity, you can read the lengthy Patch Notes here.
This helps me get one step closer to achieving a core strategic business objective: To get Spellbound on as…
Last month I said:[quote]
On VR Indie Growth & Survival:
Eventually, I'm going to have to get more people to join my team. Growth is going to be very tricky to manage correctly -- especially in the VR industry, which is brand new. The biggest danger is that a company gets a short term influx of m…