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Star Guard Interview With Loren Schmidt

April 2nd, 2010 No Comments

Loren Schmidt is the sole developer of Star Guard and a consummate designer. He’s constantly critical of his own work, which is probably why his game feels so polished. Read on for his insights into the hazards of low-penalty death, building a game that works at multiple skill levels, and how to make an action game fair.

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Monaco Interview With Andy Schatz

March 26th, 2010 No Comments

On the face of things, Monaco is a game that shouldn’t work. Why sneak around with three friends when you’re so much less likely to get caught alone? However, it does work, and it’s a blast. That achievement alone probably merited the Seamus McNally Grand Prize. Read on for sole developer Andy Schatz’s insights on why it works, when it’s coming, and the state of indie games.

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Miegakure Interview With Marc ten Bosch

March 25th, 2010 1 Comment

Miegakure is really the answer if anyone asks you what you learn from video games. The game takes a complex and abstract idea, navigating in a four-dimensional space, and collapses it into simple mechanics. Mind you, that’s not the same thing as a simple game. Developer Marc ten Bosch helps explain how all this works, the way he develops mind-breaking puzzles, and even what Miegakure actually means in today’s interview.

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Cogs Interview With Brendan Mauro

March 18th, 2010 No Comments

In today’s interview, I chat with Brendan Mauro: lead (and sole) artist on IGF Finalist Cogs. The game brings sharp modern visuals to a classic puzzle concept, while taking the sliding tile puzzle from 2D to 3D. Check out the full interview for Brendan’s thoughts on his art’s purpose, updating a classic puzzle, and even localizing your game for cats in funny pictures.

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AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity Interview With Dan Brainerd

March 15th, 2010 1 Comment

Dan Brainerd isn’t just smart and funny, he helps make great games like AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity. Read on for his musings on death, the news, procedural content, and his secret schadenfreude.

Ok, I was just kidding, his schadenfreude is no secret.

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