How My New Year’s Resolution Is Helping My Indie Game Development

For all of 2017, and even part of 2016, I’ve had a serious problem focusing on making games. Most of my time was spent making a living like a proper adult, but that was no excuse. I think this can be attributed to just generally poor time-management on my part: instead of spending every waking available moment I could on my games, I found myself exhausted at the end of each day, defaulting to TV or Internet, or else going straight to bed.

So I made a serious resolution for the New Year’s of 2018: to better organize my time and work more on my games. It’s February now, and so far, it’s working.

Keeping a timesheet and sticking to it can be a great motivator.

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Augmented Reality is Becoming Slowly Relevant

AR (Augmented Reality) has been experimented with for almost a decade. I recall in 2013 working over the summer at a app-development company that was playing with the idea of using smartphone cameras to overlay an animated character overtop a QR-code trading card. We’ve seen games like “Pokémon Go” in 2016 giving us cute little monsters seemingly in the same space as us. The applications have been simple so far, relying on simple overlay of CGI, but I suspect we will see greater innovation and growth in this field in the next 3-5 years. This is because both Apple and Google are starting to heavily promote the applications.

Apple and Google used AR to excite audiences for their new devices in Fall 2017

Apple and Google used AR to excite audiences for their new devices in Fall 2017

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#canada150game – “The Great Canadian Game Jam” Post-Mortem

Happy Canada Day!

The last six months have been busy, but fun. It’s the first time I took a major role in co-organizing a local game jam, aiming to bring the country together in celebrating Canada’s 150th birthday. It finished on July 1, and while I’m proud of it, it’s also clear that some major things went wrong, and lessons were learned.

canada150_businesscard_v02

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