Author name: Eric

California-born, Tokyo-based video game designer and scenario writer. Eric travels to other worlds through his writing and the sketchbook he carries with him around the city.

Blue Tengu YouTube Title Card - Episode 16

Blue Tengu’s Live Game Development Show – Episode Sixteen

Episode Sixteen Episode sixteen of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric kicks off the Halloween celebration early by laying the foundation for the game’s graveyard level. 00:00 Opening Credits 06:25 Live Show Intro 08:45 Overtime Task Overview […]

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Blue Tengu Pixel Animation

Leaving Animation Tips to the Pros

As a follow-up to last week’s episode, here are a few resources that might help with improving your animations on your projects. None of us at Blue Tengu are experts on the subject, so we’re doing our best to heed some of the expert advice from these pages as we move forward with Project Spaghetti.

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Blue Tengu YouTube Unplugged

Typhoon Unplugged

While the big typhoon rolled through Tsukuba, Eric, trapped inside his apartment hoping for clear skies, got down to the business of having fun with four games on an episode of Blue Tengu Unplugged. All of the videos are archived over at YouTube. Beat Hazard, the rhythm-based twin stick shooter. DLC Quest, an action platformer

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Blue Tengu YouTube Title Card - Episode 15

Blue Tengu’s Live Game Development Show – Episode Fifteen

Episode Fifteen Episode fifteen of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric prepares the animation for our cowboy to mosey off into the sunset (or an enemy bullet). This episode focuses on the graphical side of things, so

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Animation: Gaming in Frames Per Second

As we approach our animation tasks, it’s worth diving into a topic that relates to animation, and that’s frame rate, usually measured in frames per second. Literally, frames per second refers to the number of visual “pictures” or screens that are shown every second, and despite our advances in technology over the last century and

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Blue Tengu YouTube Title Card - Episode 14

Blue Tengu’s Live Game Development Show – Episode Fourteen

Episode Fourteen Episode fourteen of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric adds sound effects, through the amazing tool BFXR, and particles, through the other amazing tool Particle Designer, to convey more information about what is going on

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Blue Tengu Wave

Accessibility: Hearing Impaired Gamers

As this weekend’s goal is to add sound effects to Project Spaghetti to enhance the experience and give the player more cues about what is going on, it’s important to address an accessibility issue overlooked as often as color-blindness. Based on where you look it up, anywhere from 10-20% of the population suffers from hearing

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Blue Tengu YouTube Title Card - Episode 13

Blue Tengu’s Live Game Development Show – Episode Thirteen

Episode Thirteen Lucky episode thirteen of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric makes it easier for the player to tell how well they’re playing by showing the point values for enemy kills, and then lays the foundation

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Project Spaghetti Heat Map

Keep Your Eyes on the UI Prize

One of the tasks we’ve got scheduled for this weekend’s episode, lucky number 13, is to show the point values when an enemy gets shot (and where they get shot). The reason we need to do this is because we have to consider where the player’s eyes are going to be when designing how we’ll

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Blue Tengu YouTube Title Card - Episode 12

Blue Tengu’s Live Game Development Show – Episode Twelve

Episode Twelve Episode twelve of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, we work to pin down what the game looks like at different resolutions to get a better handle on our future graphics workload, and to do that,

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