Scarygirl Game screen
Go play Scarygirl, sucka!

The game’s finally out, been playing it for the last few days. Awesome stuff! I got into making Flash games to create experiences like this game so it’s major inspiration for me. It’s 16 levels with a built in save system, so you can come back and finish it anytime.

Check it out at!

Game by Touch My Pixel.

A few months ago the Gnomon School of Visual Effects in Hollywood hosted a Making of Uncharted: Drake’s Fortune talk, titled An Evening with Naughty Dog. The guest speaker was Richard Lemarchand, the lead designer for Uncharted. An excellent speaker, he opened by shining some light onto the environment of Naughty Dog. I wasn’t just there for the free booze and pizza — I also took some notes.

  • Produced by Artisans. Everyone on staff at Naughty Dog actually has a role in making the game. No-one only does management. NO PRODUCERS (sounds like heaven to me). The people with responsibility are creatives that are making the game.
  • Disciplined leads should know how long tasks should take to be completed because they do the same work themselves.
  • Give people responsibility. Trust the members of the team to have good judgment and make the right decisions.
  • Face-to-Face communication. Less disruptive than e-mail. Builds teamwork/camaraderie.
  • Short meetings. Keep them brief to get the message across and to stay productive.
  • Cross-functional team.
  • Allocate work to those who are passionate about it. That’s where the magic comes from.
  • Do-acracy — individuals choose tasks for themselves.
  • Never get personal w/criticism. Don’t get bent out of shape.
  • Micromanagement is usually the enemy of excellence.
  • Waterfall development process from software development doesn’t necessarily apply to game development.
  • Games are like painting. Before painting you make sketches, research, rough in charcoal, etc. before even touching a brush. Continue Reading…

Bubble Struggle
Bubble Struggle – a prime example of Flash Game Ballin’

I found an inspiring forum post by kreso, the Croatian creator of the Bubble Struggle Flash games. He made a thread asking if anybody wanted to buy his sites that generated $10k a month. Many posters weren’t taking him seriously but he stuck to his claims , adding that about half was generated Mochiads and the other by CPX advertisements.

In the end, he found a deal and left an informative post about the story of his game. How , when he was a kid, he sometimes stole his parents money to play the original at an arcade. How he wanted to make a Flash game more compelling than the lame Flash games running rampant. How he sold the game to Miniclip for only $750 way back when, after initially offering $250. Good stuff.

Check it out here:

An excerpt…

First hours spent on creating Bubble Struggle 1 were actually practicing programming. I created a box that was moving left and right on keypress. Amazing! Then I added bubbles. Wow! Then the harpoon (shot) etc… After I realized that I have all the basic elements of a game I noticed something about internet and got an idea!

What I noticed was this: all of flash games on internet are either a) short in duration (you can finish the whole game within 5-10 minutes) or b) so boring that you don’t want to play it more than 5-10 minutes.

My idea was – what if I would create a game that is a) long in duration b)had a new, different chalenge on every level.

I knew that this ment more programming for me, but as I was just learning and enjoying progamming this was actually a plus. A sidenote: code in my game is disastrous. I just kept adding code for each new level because it was so different than all the others. But I succedded!

If you somehow haven’t played this game before, it’s basically a clone of Buster Bros. It’s a great game and I’ve been wanting to 1-up him by making a game like it myself.

This is one of those “one in a million” success stories that you read about in articles like Gamasutra’s Where’s the Cash for Flash? but it’s definitely encouraging everytime I hear someone having success doing what they genuinely enjoy. Kind of an unfortunate contrast to news that Xbox Live Community Games has yet to yield much success for its developers.

Oh well, let’s make some more games!