Who Says We Don’t Have Game Developers in Windsor?

Windsor, Ontario is known for a few things. Mostly car manufacturing and gambling at our hotspot city casino. If you live in Windsor, you probably work in one of these sectors. Windsor also has a vibrant comic book community that I hope continues to further define the city. Chances are these things define you if you live in the area for long.

Windsor also has a growing technology sector (well, the entire world does). Game developers still gravitate around Vancouver, Montreal or Vancouver to work in Canada, and living in Windsor I only knew of a couple other like-minded creatives in the area. Thankfully, directory website WEIG (Windsor-Essex Indie Games) and its related weekly meetup at Hackforge is helping bring this secluded community together. I’ll be giving a talk this month in May as its featured developer, the second of many more speakers to come.

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Special Thanks To Some Press That Covered Me & My Games!

SOME COOL ARTICLES THAT MENTION ME BEING AT CONVENTIONS:

(A shout-out to a handful of the awesome people who wrote about me and/or my games, this list also gives a fair representation of how much “press” going to such events gets you. Generally, very little: larger events may have larger press representatives, but its still a lottery as to whether they even see your work, let alone care about it. Sadly, small press will also garner little to no business, but small press is better than no press. The dates give a vague idea of where the writers/bloggers saw me. For a detailed list on what conventions I’ve been to that correspond to these, see my next blog post.)

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Retrospective By The Numbers: One Year After My First Game, One Week After My Second

For several months I’ve promised to write a retrospective about the release of my first game “Drew and the Floating Labyrinth.” But then it was released on Steam, on IndieGala, and available during the Steam summer sale.  Then I was working on my second game “Unfinished – An Artist’s Lament,” which took longer than expected, but has now officially been released for one week. This gave me a lot more perspective to write about, and a year after the first game, I think now is the time to write about it from a functional point of view. This summarizes in-depth time and money spent and made for my first two indie games as an indie developer, which were not necessarily successful, but hopefully helpful for others wondering how their experience in game development may go.

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