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Showing posts with label production. Show all posts
Showing posts with label production. Show all posts

Tuesday, 8 February 2011

Chainsaw

I have written a small chainsaw simulation toy for iPhone and iPad!



It's available for free with adverts and 4 textures to cut up, or for 59p with no adverts and a broader selection of materials.

http://itunes.apple.com/app/a-chainsaw-lite/id414880605


A more generic power tools simulator is in the works.

Monday, 27 July 2009

Wallow


Some of the time, wallowing around doing nothing in particular, can be the most productive thing you can do. Learn from it; grow. Become all that you can be - through inaction - as opposed to striving to become all you want to be - through action.

And don't worry, the world will still be here when you return from this hiatus.

Monday, 13 July 2009

Screwed




This happens to all of us at some time or other. The important thing is not to be bitter about it.

Wednesday, 8 July 2009

Inscrutable Squares


When your games design mojo is at it's lowest ebb, and you can't think of anything particular to do on the development, even while despairing at how far from complete the game still is, I find it useful to draw small, square-shaped diagrams - whether of non-linear level progression pathways, super efficient rendering strategies or simply of how I plan to eat at lunchtime.

The point is to make them as intriguing and cryptic as possible. By creating such a square and filling it with inscrutable squiggles, you will soon emerge with a fresh sense of purpose and direction, ready to forge ahead with a production that will undoubtedly exceed the very boundaries of gaming avant garde.