This year at A MAZE in Berlin, Zack Wood and I decided to host and record some casual developer interviews. Despite being organised sort of last minute, we interviewed some really cool developers and there were some interesting insights into game development, design and markets.

Below are the links to the videos:

Mel Taylor (Orwell) & Simone Tranchina (Ludmilla) talk narrative games

Luis Wong (IndieNova) & Thomas Cashman (me!) talk about the Chinese games market

Zack Wood (Monster Garden) & Pavlos Alifragis (Rum Ram) talk gamedev


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My relationship with Pokémon starts back in 1999 when I first played Pokémon Red and Blue and was amazed by the Pokémon World. I would watch the TV show every morning before school and draw Pokémon comics after. That year was also the year I got my first computer and began my game development journey.

In 2002, I came across a fan-made Pokémon MMORPG called ‘Pokémon Online’ (aka ‘POL’) made by MeowthBG. I was excited. The idea of playing Pokémon online with other people amazed me. My brain hadn’t even thought of the possibility of online gaming, nevermind Pokémon online

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Checkpoints is an amazing podcast by Declan Dineen. In each episode he interviews a different game developer and dives into their game development process and life experiences which results in really interesting interviews with some of the most well known developers from around the world. If you haven’t heard of the podcast before here are some of my favourite episodes:

Every few episodes he releases an Autosave episode which …

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This blog post was originally posted by myself on the mini2Dx blog.

In recent years, websites have begun to shift their designs towards the concept of “responsive web design” to accommodate for the growing mobile market. This approach allows a single website to adapt its layout and visuals to suit the screen size that it is viewed on. The popularity of this approach has seen frameworks such as Twitter Bootstrap and Foundation become the unofficial defaults for implementing web design.

To avoid confusion between input response times (also known as “responsiveness”) in video games, from here on I’ll be

Read more has a great tool called Butler for automatically uploading your game’s releases to their platform. As a fan of automation I decided to go a step further and integrate Butler into my Gradle builds. I’ve create the gradle-butler-plugin which automatically downloads, updates and runs Butler. The following is a minimal example of configuring it as part of your build:

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Back in 2009/2010 I was on the committee of the Games Society at university. I had this crazy idea that the Games Society would build their own video game to raise money for charity so I set out to try achieve it. When we announced the plan, we immediately had a lot of people volunteering to help and so began our quest to build the Games Society’s first video game.

60 days and 60 nights

The university’s big charity week was held in the second week of semester 2 every February so our goal was to release then. We started

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Note: I am not a company agent, lawyer or an accountant. This is an overview of my knowledge from founding my own company in early 2014 and converting to the new Companies Act in 2015. It is your responsibility to ensure compliance with the Companies Registration Office and Revenue offices.

Video game companies are being created in Ireland more regularly than ever before. With recent successful Irish game developers like Digit Gaming, Terry Cavanagh and Sean Murray, more people are taking up the challenge of breaking into the industry.

However, information on how to set up a …

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Recently I was required to implement Overlay Blending in a video game to achieve a day/night effect. After some research I discovered that the easiest way to do this is through GLSL shaders. Up until now I’ve avoided shaders like I’m some sort of primitive caveman and they’re some crazy voodoo magic. But after some reading, it turns out they’re not so difficult to implement.

My current project uses mini2Dx and since that’s built on top of LibGDX it’s easy to load and apply shader effects to the OpenGL rendering pipeline (see ShaderProgram and Graphics#setShaderProgram). First let’s create our …

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