Busy day, yesterday. It’s one of the weird things about indie development, you spend month after month after month head down, nose to the grindstone, coding day-in, day-out, occasionally dicking about on Twitter. And then suddenly, what the fuck, I’m supposed to be a PR man, now? Promoting a new game is a bit like […]
Archive for the ‘The Swindle’ Category
Size Five Games is delighted to re-announce The Swindle: A Steampunk Cybercrime Caper. Here’s all the gumph from the press release where I thinly pretend I’m not writing the Press Release and interviewing myself. Press Releases are weird and awful.
[THIS POSITION HAS NOW BEEN FILLED, thanks composers. Follow me on @danthat for the head’s up on jobs] Hello! Fun Fact: I get emailed approximately three billion Composer showreels every single week! Generally I have a lovely long listen and think “man, if I ever needed a composer I’d definitely get in touch with this […]
One of the things I’ve always been keen to try out in The Swindle is the idea that you can come back to the levels over and over. I didn’t want them to be like Green Hill Zone Act 1 where you whip through and never see it again, I want you to be able […]
Hello there! Time for a quick update on The Swindle. It’s looking amazing! Where to start?
Following last week’s post about how we’re handling trendy-looking 2D in Unity3D, I had a few requests for a bit more info on what we’re doing Editor-side. Here’s Tim again, explaining what on Earth he’s been up to:
“You can’t use Unity for 2D!”, they shout. “Unity uses all three dimensions you idiot, and is therefore useless if you’re only using two of them!”. Those are the words that were hammered impotently into keyboards the world over when I announced I was porting The Swindle from XNA to Unity. That said, I’ve also […]
As an indie developer, I’m kind of fascinated by the concept of “necessity is the mother of invention”. We don’t have infinite time, money or resources, so you have to work with what you’ve got and find clever ways of crafting brilliance out of nothing. Where this works really well is when cutting corners really […]