Month: October 2014

  • Composing the Archmage Rises Title Track

    While I download and install Unity 4.6.21 beta, I think this is a good time to share all the work that is going into the music side of Archmage Rises. Music sets mood, tone, and feel.  Perhaps I should rephrase that: Music reinforces mood, tone, and feel.  Music bypasses the (rational) mind and speaks to the imagination. A quick…

  • Inside the Indie Art Process of Archmage Rises

    I’m relatively new to art appreciation.  A big turning point for me was a few years back when I read John Milton’s Paradise Lost.  Since then, my appreciation for art and the artists behind the work has continued to grow.  I even have some Peter Max limited edition prints hanging on my walls. I’m a huge…

  • Looting Game Design Gold from Sid Meier’s Pirates!

    “Good artists copy, great artists steal.” – Pablo Picasso Sid Meier’s Pirates! is arguably the most important game ever made . . . and it also ruined my week.  You see, I’m working on Archmage Rises—and part of my elevator pitch is, “It’s like Pirates! but with mages and permadeath.” “Live the Life” is exactly what this Pirate simulator…

  • Dev Blog #10 Alienware partners with Archmage Rises

    I have some very exciting news to share!  Not being able to talk about it has been killing me for the last four weeks—but now the contract is signed, and I can (finally) scream from the top of my lungs. Are you ready? In my first dev blog, I shared my personal journey and why I was moving from…

  • Archmage Rises: Dev Blog #9 Location, Location, Location

    So I’m back from my week in Florida. Reports of my death by gator were (somewhat) exaggerated 🙂 My purpose was to meet with a fellow indie game developer Michael Uzdavines of Saved Games Inc, so we could both help each other by brainstorming, talking through issues, giving critical feedback, and thinking of possible solutions.…