Archive for October, 2011

The Dead Rise Again

Monday, October 31st, 2011

Happy Halloween!









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Concept Art Sketchbook

Sunday, October 30th, 2011

I recently started a new sketchbook on, which you’re welcome to check out here if you’re so inclined. There’s some game relevant things there, but nothing particularly awe-inspiring. My 2D skills have a ways to go yet, and the game concepting I’ve mainly done hasn’t exactly challenged me too much (at least as far as rendering technique is concerned). I’d like to get some more 2D art into my games, but bitmap works are pretty much limited to static subject matter and I’ve never really been an environment guy. Scrap Metal Heroes is still the only game where I’ve gone with drawn characters, and in all honesty they weren’t quite up to par. I’m still nowhere near to making anything as clean or consistent as my 3D renders. Of course that’s the main reason I enrolled in this UBC arts program, so there may be hope yet. I do feel like my old, worn in habits are being challenged, which can only be a good thing. Whether or not I’ll actually manage to learn something out of it remains to be seen.

– Peace and great art


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Full Indie Game Showcase

Friday, October 28th, 2011

So, I was at the Full Indie Game Showcase yesterday, with about a hundred other indie developers from the Vancouver area. Eight promising games got presented and played, while many a business card was handed out. Hell, I gave out no less than three of my own. If I keep up this rate every month, I’ll go through my stack in only another 25 years!

Here are some of the more interesting games from the meet:

Invasion Earth: 1953: Side-scrolling shooter meets ‘Destroy All Humans’ as your lone UFO must face Earth’s assembled military might. (

Boomtown Takedown: Very impressive vehicle combat game from a team of three after only two months work! The only game I know that lets you toss people into a meat grinder on the back of a humvee. (

Waveform: Incredibly simple to pick up but tricky to master. In Waveform you have to modify the wavelength and amplitude of a light wave in order to save the galaxy!(

Sky Pirates of Neo Terra: Looks like a pretty unique combat racer with some fantastic art. Make sure to check it out. (

Sword of the Stars II: Personally, I don’t think this quite qualifies as indie anymore but it does look very interesting. I’ll probably pick it up eventually despite the somewhat high price. (

– Peace and good gaming



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Arkeia Beta on the Way

Friday, October 28th, 2011

Yes, I know it’s been over a month since the last post but other priorities have gotten in the way. First among them of course is my latest game Arkeia, which is coming together a bit slower than expected but I think it’ll be worth the wait. The game’s fifteen different maps are largely done and a new battle deployment system is in place. With this system all battles start out paused in a deployment phase, allowing you to set up as many as sixteen units before the action begins. Total army sizes are much smaller than in Swordfall, so your initital deployment is typically about half your forces, with the rest sent out as reserves in the usual way. Units also walk a lot slower now and the kill rate is slower as well. The end result is much better pacing, focused on a single climactic engagement.

Right now I’m implementing a modified ability system that introduces active abilities, including spells and special attacks. Triggering these abilities at the right time will ultimately be the key to defeating all the nasty orcs, goblins and undead armies you’ll run into.

Time is admittedly getting a bit tight before I leave for Mexico on the 11th next month, but I’m still feeling confident I can get a beta out before then. It might be a little rough around the edges, but there should be plenty to see and test nonetheless. If anyone’s interested in trying it out, make sure to give me a message, either on here or on kongregate.

– Peace and well-paced battles 



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