20 Dec,

2017 Post-mortem "The more you have, the worse it is" was the theme for the latest Ludum Dare - LD40. I made a cyberpunk surveillance simulation game called Ignorance is Bliss. Here is how that went. Read the full article0 comments

8 Aug,

2017 Post-mortem As is tradition, I did Ludum Dare 39, and so it's time to tell the story. The theme was "Running out of Power", and I created a point 'n click puzzle-solving game with a 90's aesthetic, played in a Windows 95-esque desktop environment. Read the full article0 comments

30 Apr,

2017 Post-mortem I participated in another Ludum Dare (three years / eight LDs in a row!) along with my friend and we made Planet of Babel, a multiplayer tactical strategy game, over the course of 72 hours. While a lot of things did not turn out the way I wanted, I learned new things, so I regret nothing. Read the full article0 comments

Ludum Dare 37:

one rooms 20 Feb,

2017 Technical explanation of one rooms As promised, although heavily delayed, I am writing a technical explanation of the way the rooms are rendered in one rooms. Featuring basic linear algebra, old school pixel-by-pixel rendering, and depth buffers. Sounds fun already! Read the full article

3 Jan,

2017 Results The results for one rooms are in, and I am very happy with them! Read the full article

20 Dec,

2016 Post-mortem / Making of It was that time of the year again! For Ludum Dare 37, I made a 2.5D point 'n click adventure in 72 hours – one rooms. I also skipped one night completely, opting to work for 40+ hours without any sleep whatsoever. Here's how everything went down … Read the full article

Ludum Dare 36:

R. Lastey 1 Sep,

2016 Post-mortem / Making of This weekend I participated in yet another Ludum Dare. This one was exceptional, however, because there were no ratings. It was also exceptional for me, because it's the first time I submitted a (mostly solo) Jam entry, meaning I had 72 hours to create the game. Read the full article

Ludum Dare 35:

Nightshift 10 May,

2016 Results And the results are … somewhat disappointing! I guess I got too hyped too quick. Read the full article

21 Apr,

2016 Post-mortem / Making of As is tradition, I participated in another Ludum Dare, with the theme 'Shapeshifting'. Though the game is rather simple and certainly not revolutionary, it might be one of my best LD entries to date. Read the full article

Ludum Dare 34:

hARBOuR 5 Jan,

2016 Results As expected, the results for this LD were worse in almost every category compared to LD 33. But still glad I participated! Read the full article

14 Dec,

2015 Post-mortem / Making of Another Ludum Dare over! Not very satisfied with my product, but I'm still glad I submitted something. Read the full article

29 Aug,

2015 Post-mortem / Making of I participated in Ludum Dare 33 last weekend, and I made a point 'n click adventure game (again) - Primary Objective. Read the full article

pizhul 17 Aug,

2015 LD33 warmup: pizhul Ludum Dare 33 is almost here, so I am getting ready – I made a warmup game, prepared my music libraries and published some tools for other participants. Read the full article

Ludum Dare 32:

gorgon 17 Apr,

2015 Ludum Dare 32: gorgon The last Ludum Dare was, unfortunately, a failure for me – I couldn't finish what I had started. As is often the case, I spent too much time on a single aspect (buggy / slow pathfinding), which led me to realise there wasn't much to my game yet and not enough time left to implement a good amount of the features that would make the game somewhat interesting, for me or the players. Read the full article

1Hour1Game:

Of Droids and Particles 25 Dec,

2014 1Hour1Game: Of Droids and Particles One hour for making a game is definitely not enough at all for a polished result. However, I believe this is good practice for rapid prototyping / any kind of gamedev jams with very limited time. It helps identify problems with your framework, workflow, the tools you're using, your time estimation, et cetera. So I gave it a go, hopefully this could turn into a fairly regular exercise. Read the full article

11 Dec,

2014 Post-mortem / Making of Ludum Dare 31 was held this weekend (December 5th – 8th, 2014) with the theme Entire game on one screen. I wanted to make a point and click game for a while, so I gave it a go, and I am indeed quite happy with the result, Cell #327. Read the full article

26 Aug,

2014 Post-mortem / Making of Skipped a weekend worth of revision for my exams the following morning, didn't really get to sleep for them either (cause European timezone) but ... I think it was worth it :) When I was coming up with the concept, I imagined the resulting game to be a little more ... dark, more atmospheric. In the end it is a bit different, but maybe that's for the better. Seems to be more fun, the different worlds are noticably different in their palettes, etc. Read the full article