Why hobby devs fail despite making “simpler” games?
If you’re a producer or lead in a hobby game dev team, identifying risks early on is critical to ensure the project remains feasible. Usual...
The Status of My Failed Spooktober Jam Game: Cook or be Cooked
Hey everyone! I wanted to give you an update on my Spooktober jam game and share some news. So, here’s the thing: I wasn’t able to p...
Why I’m Participating in This Year’s Spooktober Jam
Before I explain why I made this decision, let me give you some context about last year’s Spooktober Jam. Participating in this jam has beco...
Switching from Unreal Engine to Godot: Why I Made the Change
It’s been about a month since I wrote a post explaining why I chose Unreal Engine 5 to develop my game. Now, after several frustrating mon...
Why Indie Games Aren't Smaller AAA Productions
This topic has been on my mind for months, but I was never motivated enough to fully explain why indie game development is vastly different...
What Gamescom Taught Me This Year As An Indie Developer
It’s been a while since I last updated my devlog, and a lot has happened over the past few weeks. First, I had the incredible opportunity ...
Painful Cuts I Had to Make to My Game
As much as we hate them, cuts in game development are often necessary. If I’m being honest, I’ve never worked on a project where we didn’t ...