Post-Mortem: Dwarven Weeaboos

The Dwarven Weeaboos Kickstarter has ended (435% funded!) and we’re now working on the bonus content and getting the game out the door to ship to our backers. While it’s still fresh in my mind, I wanted to write down a couple of reflections about the project and how it went.


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CGC Games Retrospective

A lot of people get into the games industry because of games they loved. Artists, sound designers, and graphics programmers awed by immersive worlds or game designers and writers inspired to ask “what if?” — art always inspires its consumers to dream, and I am no different. Although I didn’t know at the time, my first dreams of game design started in elementary school. Imagining shinier new evolutions for pokemon eventually grew into brainstorming ideas for characters and stories in middle school. Talking about these dreams of design was play for my playground friends and I and when I discovered in college that one could make a living by making games, I felt I had found what I wanted to spend my life doing.

Now, after having spent 2 years working as a part of CGC Games, I have a much clearer picture of what the path of the game designer is.

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Being “that guy” who’s selling a game to everyone

So I’ve been helping out at CGC Games for almost a year now. As a small indie company (studio? organization? group of friends making games?) we all have to do lots of different things to pitch in. One thing that we all work on a little bit, is talking about the game (Terrene Odyssey) in hopes that people will support us–aka sell the game. Here’s some thoughts on how that turned out different from how I expected it to (and here’s some from the creator of SCALE).

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