In the beginning
Alex wanted to see what I could do in terms of my own
talents. When it came to creating things in my own
style I thought about what sort of game Alex wanted to
make, the audience he expected it to draw in, and of
what he wanted to do with my artwork. So it basically
came down to form, substance, and audience.
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Early on I
decided that Scramble Legend would feature animated
avatars to represent you in-game. I wanted to give
you a way to personalize the experience, create a
basis for branding the game, and add something fun,
quirky, and animated to the game area. Avatars gave
me a way to accomplish all three goals.
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Scramble Legends
all started with an idea for a new user interface.
After releasing Adlib I started to work on
multiplier functionality for the title. At the same
time, I felt that Adlib’s style was holding the
game back. Its artwork was not well suited for
larger screens and its theme was a bit too generic.
Given I needed to create new interfaces for
multiplayer I felt the time was ripe to make a
break. So one weekend I powered up Photoshop and
started to explore different options.
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Having recently founded Spotted Zebra, an independent game studio, one of my first
strategic decisions was to select a platform. Like most developers, I have read many
success stories about iOS. Likewise, when discussing platforms with other
entrepreneurs, the strength of Apple’s platform is oft reinforced. Despite this,
I opted to start by releasing my games for Windows 8. What follows will examine the
thought process behind my decision and explain why you should reconsider the
platform you are targeting.
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Earlier this month Microsoft Belgium invited me to present the ins and outs of
porting a XNA game to Windows 8 using MonoGame. Little did I know the invitation
was just a ploy to record my talk and post it to the internet! Whatever their true
intentions, I’m delighted to be able to share my presentation with you via
Channel 9:
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