Size Five Games



SIZE FIVE is a BAFTA-winning indie video game developer.

You can check out the games we've made below, find out a little more about us here, or join in our snazzy forums here.

My email address is dan@sizefivegames.com

You can also totally follow me on Twitter: twitter.com/danthat

Archive for the ‘Development’ Category

The Swindle Hates You

May 222015

That’s not true. I’ve commented out the code that allows the game to feel human emotions. But the game definitely wants you dead, and it wants you to fail. And in doing so, it wants you to learn its systems for yourself. I thought it might be interesting to explain some of my design philosophy […]

The Swindle: May Update

May 42015

MAY. How the hell is it MAY already? This game was going to be done by Christmas. Ah well. No sense in rushing, I suppose. The main news is the game’s ostensibly finished. All the levels, upgrades, cutscenes and baddies are in, and it’s been through a significant period of bug-fixing and balancing, to make […]

The Swindle is coming to Steam and Consoles

Feb 122015

I’m so incredibly excited and delighted to announce that The Swindle is coming to Steam, PS3, PS4, PSVita, XboxOne and WiiU. Release date is probably Summer 2015? Early summerish, hopefully. It’s still in development and I refuse to be rushed. I’ve been making indie games for over a decade now, which seems ridiculous because I’m […]

What a Difference a Day Makes…

Jan 152015

One of the great things about showing off The Swindle so far is how hilariously awful the placeholder Airship HQ graphics have been. It’s worked well, because I’ve shown it to people and they’ve tried to be polite when the game boots up despite it looking like arse, and then when the level kicks in […]

The Swindle: November Update

Nov 182014

Don’t worry! I haven’t cancelled it again. Not yet. Just thought it’d be nice to get down what’s going on behind the scenes here. Progress on the game is trundling along nicely; I’ve spent a lot of time worrying about the Final Mission, the big swindle everything’s building up to, and there’s some neat stuff […]

Indie Advice: How to get Brillo Game Voice Overs

Apr 172014

There’s something about VoiceOver that really lifts a project. Makes it feel more professional, more valuable. Trouble is, so many indie devs try doing the voices themselves (ack!) and recording it on a mic in their bedroom (the horror!) and it all just kind of sounds kind of cheap.

How to Design Brillo Point and Click Adventure Game Puzzles

Mar 282014

Hello! A couple of times over the last week or so, the subject of decent Point n’ Click puzzle design has come up. This is the thought process I go through when designing puzzles. Pinch of salt, obviously, this example is for a relatively-silly game. You’d need to apply this process to something that applies […]

Two Thousand And Fourteen

Jan 102014

Hello! Not going to lie: the purpose of this post is that I haven’t updated The Main Site in MONTHS and I thought I probably should. 2013 was fairly tough going at times, and held more than a few eye-opening moments of realisation of what the indie industry is, what it’s become, where it’s going. […]