Monthly Archives: November 2010

The quintessence of my latest game design / production / development reading

Pandas are cute and first designs always suck by Danc Don’t make games with neutral feel, make them familiar and cute [source #2: Triple Town] Don’t stick to the first design, iterate and iterate again Steamirds out for iDevices by … Continue reading

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Add spacer to ImageFont for LÖVE, Guichan, etc.

How to turn into ? Thanks to Ben Snider’s research on using ImageMagick for splitting and merging sprite sheets and IM’s splice documentation I wrote a bash script. To get it: wget –no-check-certificate https://github.com/qubodup/flying_revenge/raw/master/tools/addSpacer.sh chmod +x addSpacer.sh To use it: … Continue reading

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How time consuming is making 3D game art?

The following are work time estimates for an experienced artist making detailed, professional looking assets. Times will vary depending on experience, available assets and complexity of the assets. Asset Hours GUI or menu graphics 4 – 8 One level texture … Continue reading

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Listen to/watch the game designers/producers

Extra Credits made a “So You Want to be a Game Designer” motivational speech. I feel warm about the “a designer is who makes programmer and artist be friends”, which is what I aim at: helping people realize the projects … Continue reading

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My portfolio or showcase or examples of skill or something like that

I’m applying at game development and/or publishing companies and made a portfolio to display some of my skills. Any comments? :)

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