Large-Scale Real-Time Strategy (RTS) for the iPad & iPhone 

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Do you hear the Voices too?

Published on November 5, 2012 by in Game Design

I’m happy to announce that the voice acting for the game has taken shape. It’s incredible how much voiceover can add to the immersion of a game and inspire life into the game world. Not only do the units report back when clicked or ordered to do something (which is pretty standard to provide some

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Back from Outer Space – err France

Published on August 20, 2012 by in Game Design

I’m back from my four weeks of absolutely great vacation and fully motivated to shorten my (ever growing) todo-list. Skirmish AI is up and running and I must say: after several tweaks and a lot of testing, it plays pretty well. It can beat casual players with ease but what’s more important: it usually plays

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The Motivation

Published on May 29, 2012 by in Game Design

Before going more into other details, let’s briefly talk about the motivation to develop your own game. I mean, game development is not just fun, it is also means going through a lot of trouble to come up with a good game. The basic question is: is making this game worth my time? After all,

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The Vision

Published on May 18, 2012 by in Game Design

In the beginning was the vision, and the vision was in your head. All games start with a vision. A cool idea, something you think would make a good game. Without a vision, there’s nothing to aim for, no intended experience for the future players. Obviously, most game designers want to make cool games. Professional

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The Life of an Indie

Published on May 4, 2012 by in Development, Game Design

Welcome to Bitmen Studio’s Indie Game Developer Blog. What’s this all about? My name is Mark and I’m an Indie. I’m developing games for iOS devices, so basically for iPhone, iPod touch and iPad. Being an Indie is an interesting experience, it is very rewarding (less so money-wise) but also very challenging. Why am I

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