Posted on September 29, 2014 by Doolwind

Surface Pro 3 Review

surface-pro-32After one month of use, it’s time I write up my thoughts on the Surface Pro 3. I have two main uses for the device. First as a replacement for my iPad when sitting on the couch. Second as a replacement for my MacBook Air while out of the office, primarily in meetings to take notes or at coffee shops to write blogs, chat with people and do some light coding.

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Posted on July 9, 2014 by Doolwind

The Indie Content Problem

indie-game-contentNow that we’re wrapping up work on Battle Group 2 we’ve begun planning out our next major project. I’ve briefly spoken about this previously and today I’m going to share some further discussions that have come out of our planning. The main theme revolves around creating enough content for a game with a small development team. With three main developers (a programmer, a designer and an artist) and a project timeframe of 12 months we need to make smart decisions about how we will create enough content for our game. I see the same problem crop up with a lot of other indie friends and I thought I’d give my thoughts on the subject.

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Posted on May 16, 2014 by Doolwind

Why The Unreal Tournament Announcement Is So Important

Unreal TournamenEpic recently announced that they are making a new version of Unreal Tournament using Unreal Engine 4 (UE4). Today I will talk about why this is one of the best announcements for game developers (especially students) in a long time. The announcement was enough to get me to purchase a license to UE4 and review whether to continue using Unity for our next project or whether it’s time to make the move to UE4.

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Posted on March 9, 2014 by Doolwind

Going Free To Play

Battle Group 2 LogoWe’ve spent the last few months working on a sequel to Battle Group, aptly named Battle Group 2. The game is coming along well and the team is excited to be showing it off at GDC Play this year. Other than the incredible new visuals, deeper gameplay with satellite strikes and reworked rendering system we’ve decided to make the game Free to Play. This post is about the why, how and when of this decision.

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Posted on October 3, 2013 by Doolwind

Starting Something New

I’ve been somewhat absent from game development and my blog over the past 18 months. I’ve had a sabbatical after the birth of my son and have spent time deciding on the direction I want my game development life to go. I feel refreshed and ready to start making bigger and deeper gaming experiences. I’ve begun working with a new game designer, Dylan, whom I met during my break. We collaborated on RGB together and have started something completely new. We’ve teamed up with a new artist, Jesse, to begin work on an ambitious new game. Below is my outline for where I plan to go in the coming 12 months as well as a retrospective on where things have gone since I started Bane Games three years ago.

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Posted on January 1, 2013 by Doolwind

Battle Group Postmortem

Battle Group is out and selling well. Today I’m going to give a basic run down on want went right and wrong with the project. For those that don’t know, Battle Group was our (Bane Games) third game together and was released simultaneously on 4 platforms: iOS, Android, PC and Mac. Since it’s release we’ve been featured on the Mac App Store, won bunch of awards and received a number of “perfect” reviews. All sounds good right? Not everything went as smoothly as it could. We made some new mistakes and repeated (for the 3rd time) other mistakes which we’ll hopefully finally solve on our next project.

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