Quick Dev Insights #04 - Building A Community - Dan Walters
I just released a new Quick Dev Insights interview with Dan Walters creator of Stormworks, where I asked questions about building a community.
Check out the interview on gamedeveloper.com HERE or read on below!
Screenshot from Carrier Command 2
Introduce yourself
I'm Dan, I'm the owner of Geometa, and lead developer on Stormworks and Carrier Command 2. I have a background in design, but spend most of my time programming. Over the past 6 years we have built Stormworks from a Steam Early Access launch to one of the biggest vehicle building games on Steam.
What do you think the major differences are between initially acquiring and then nurturing a community in regards to how you interact with them?
Firstly, I will point that that there are a thousand paths to success, and discovering a new path is often the best way. We have been very lucky in that the product has struck a chord, and one element can carry the rest. There is an old business adage that says that 90% of your productivity comes from 10% of your effort. My preference is to focus as much as possible on the most productive aspect (developing the core game) and there is a lot we don't do.
It is all integrated, so the actual game and the players have a big role in what the community is about. For Stormworks, it is often a social thing, sharing what they have built in the game and getting reactions from other players. As a game developer, I see our role as a service provider, adding the social and communication tools and framework for players to easily express themselves and discuss with others. In practical terms, this is a Discord server, issue tracker, blog, etc.
Communication is important, and we post an announcement at the same time every week. This is the developers voice in the community, but it isn't the only voice, and it's important to accept that the players shape the community to the greatest extent. Little is within control of the developer and it's important to embrace this.
As the community for Stormworks has matured, there haven't been major changes to how we have managed the community from our side, other than trying to smooth out some friction points. We are lucky because certain players have seen and understood what players need better than ourselves, and provide their own service. This can be helping players with the in-game programming, or making tutorial videos or videos that explain the new updates. They are not doing this to help the developers, but to help the players, because they care about their community. I can't speak highly enough of these people who see value in helping others.
In your experience what do you think is a good frequency for contact and does it always require a dedicated community person?
The only downside in speaking to your players is potential fatigue - where a player could feel they are being spammed, and disengage. Otherwise, if the info in your communications is valuable and informative to players, then keeping it regular and frequent solves a lot of problems. Players want to know what is going on, be reminded that they are not forgotten about, and be entertained. We find that once a week works well for Stormworks because we have loads to talk about, and the engagement has continued to grow.
Interestingly, we recently had an issue on Carrier Command 2, where we had been releasing updates every 2 weeks, but posting the update info as "patch notes" on Steam. A technical detail here is that Steam doesn't post "patch notes" type announcements on the store page, just on the news page for the game, and in some other places deeper in the UI. The result of this is that some players started to claim we had stopped updating the game for months. A simple communication change to start posting the update info to the store page to make it difficult for players to miss. It can be hard to remember that not everyone is full time involved in the game, and you need to make the info easy to digest and hard to miss for casual players.
In terms of a 'community person', this is not a straightforward topic. The reality is, that there are no simple questions, and only a person who is actively and absolutely engaged with all aspects can give accurate information. Someone who doesn't work in the office with the developers just can't have the insight, no matter how well they know the game. Quality of content is really important to keeping your communications high value, so the person writing the content must understand the design goals, the technical limitations, the history, the development capabilities, etc. Otherwise it is just marketing fluff, and players can tell the difference.
Which methods have you found work best in terms of interactions with your community?
A weekly announcement on Steam is the backbone of our communication strategy. This is the official word of the developers, it appears on the store page, and it is regular to encourage habitual engagement. The other one is the issue tracker, where players can go to easily communicate directly with the developers. Customer support is important, and players must have a voice and be able to make their point, otherwise you risk pushing an otherwise well-wishing player away and forcing them to use their review to have their voice heard.
Now for the controversial part - you will hear from any marketer how important Discord, Facebook, Twitter, etc. is to your "strategy", but the reality is, if you actually measure the impact, you are going to find that a lot of it is a waste of your time. Is Discord worth the effort? We have the in-game link so players can chat with others with a single click, but it is a lot of work. It is a good service for players, but I would rather focus more on actual development.
We occasionally do Q&A videos every few months, and this is good to cover a bit more detail than you can in a short weekly announcement. It makes it clear that you want to engage with players, and giving the company a human voice does make players consider you more as a real person and less of a faceless punching bag. I enjoy them, it isn't too much work, and some sub-group of players really appreciate them.
Some key players run their own competitions, other community events, and one even runs an annual awards ceremony. This stuff can be great for the community, but it is these community members who are best at making this kind of stuff happen. Personally, I don't think the developer is the best person to do these activities, and it's a big distraction from where the focus should be - product development.
The Steam Workshop seems to be an active part of Stormworks. Do you think it has helped in building a community?
Steam Workshop and UGC is all there is. It is the social engine that powers the game and has allowed the game to consistently and sustainably keep selling for years. It is the social aspect of sharing your creations and looking at other players creations that feeds back into the gameplay loop and gives the game the feeling of real meaning. This can't be emphasized enough. The players author part of the game, and it becomes their game.
Many players have 10's of thousands of subscriptions of their creations. There is an ecosystem within Stormworks where you can grow your own following and audience. The fact that these incredible creations are created by players is that bit more magical, compared to a developer or artist creating it.
It's hard to please everyone and it's likely that someone will always be unhappy with a game development change. How do you approach handling disagreements?
There is a lot to cover here.
Stormworks has a review score of 92% so the vast majority of players feel positive about the game and we have no problem being held to account when we get it wrong (which is often). However, some players are easier to please than others and I would recommend against trying to please 100%. Some players have impossible expectations, while others will move the goal posts when you get close. Instead, we focus on helping where we practically can.
Any time we make a development change that replaces or adjusts an existing feature, there is a backlash, even if the change is an improvement in every objective viewpoint. Players do not want to re-learn a mechanic, they don't want a learn a new location for some UI, but they do want the game to be better. This puts the developer between a rock and a hard place, and each time we change an existing mechanic, the backlash is so exhausting that we regret the effort we put into improving the game. This means that if we implement something, then later decide we could have done it in a better way, it is too late. This is one of the biggest flaws in "games as a service".
In terms of disagreements, we only really have two official communication streams - the weekly announcement, and the issue tracker. Players can and will get a response straight from the developers, and while it isn't always the ideal response in the affirmative, we at least try to explain our reasoning, as well as explaining that we are only game developers and not everything is within our control. The majority of players accept our response, but with almost half a million players, sometimes there are aggressive, argumentative, or confrontational reactions. In these cases, I think we have given a response in the best way we can, but there is no need to engage in discussion or argument. Follow the rules of "treat everyone equally, help where you can, but you are only a game developer".
One last thing to point out is that these two communication streams are both on our terms. Most of the content on forums, Discord, reviews, comments, etc. are players discussing between themselves. As your game grows, reading all of this would become a full time job, and at some point we stopped reading it to focus on responding only to stuff addressed directly to us on the issue tracker. This may read like we ignore some feedback, and are detached from our players - but it is a question of scale and productivity. Our viewpoint is that we read everything addressed and sent directly to us, and the issue tracker encourages constructive and detailed dialogue, and gives us more than enough to work on.
Where to find more about you / things you're working on?
Our website is https://geometa.co.uk and you can also follow the Stormworks and Carrier Command Steam store pages.
BLOG POSTS
-
2026
1
- Jan 20, 2026 QUICK DEV TIP #112 UE5 - Copy Paste Functions
-
2025
22
- Dec 30, 2025 QUICK DEV TIP #111 UE5 - Bulk Rename Assets
- Dec 7, 2025 QUICK DEV TIP #110 UE5 - Thicken Trigger Volumes
- Nov 16, 2025 Level Optimise Tool - UE5.7 Compatible Version
- Nov 15, 2025 Project Optimise Tool - UE5.7 Compatible Version
- Nov 5, 2025 Quick Dev Insights #10 - Designing Dynamic Game Music Systems - with Pav Gekko
- Nov 1, 2025 Updated My Website Look!
- Oct 26, 2025 New Branding!
- Oct 15, 2025 Quick Dev Insights has a new home!
- Oct 13, 2025 Zombie Typing is Live in Steam Next Fest!
- Oct 9, 2025 Quick Dev Insights #09 - Technical Animation In Games - With Liam Lambert
- Oct 4, 2025 Zombie Typing - Demo Released To Steam
- Sep 13, 2025 Zombie Typing - Full Game Announcement!
- Sep 10, 2025 Quick Dev Insights #08 - Designing Sounds For Games - with Ben Ridge
- Aug 13, 2025 LEVEL OPTIMSE TOOL - UE5.6 Compatible Version Released!
- Aug 9, 2025 Project Optimise Tool - Updated to V3.2!
- Aug 7, 2025 QUICK DEV TIP #109 UE5 - Filtering Output Logs
- Jul 23, 2025 QUICK DEV TIP #108 UE5 - Bulk Fill Array
- Jul 23, 2025 QUICK DEV TIP #107 UE5 - Orbit Camera Mode
- Jul 21, 2025 Devumentary: ZOMBIE TYPING
- Jul 15, 2025 Zombie Typing Game Demo Launched!
- Apr 25, 2025 Optimising Your Unreal Engine 5 Project
- Mar 29, 2025 Level Optimise Tool - Released Onto FAB Marketplace
-
2024
20
- Nov 24, 2024 Project Optimise Tool Released Onto FAB Unreal Marketplace!
- Oct 12, 2024 I Released Project Optimise V3.1
- Sep 17, 2024 QUICK DEV TIP #106 UE4 / UE5 - Toggle Debug Camera
- Sep 7, 2024 Quick Dev Insights #07 - Developing For The Playdate - Ollie Coe
- Sep 3, 2024 QUICK DEV TIP #105 UE4 / UE5 - Debugging UI With The Widget Reflector
- Sep 3, 2024 QUICK DEV TIP #104 UE4 / UE5 - Quick Select Input Key
- Sep 2, 2024 QUICK DEV TIP #103 UE4 / UE5 - Auto Navigate to Blueprint Error
- Aug 28, 2024 Indie Dev Story is now available on Steam for FREE!
- Aug 20, 2024 Quick Dev Insights #06 - Starting and running your own outsourcing studio - Rob Moody
- Aug 4, 2024 QUICK DEV TIP #102 UE4 / UE5 - List Modified Variables
- Aug 4, 2024 QUICK DEV TIP #101 UE5 - Quick Copy Paste Variables
- Jul 31, 2024 Indie Dev Story Patch Notes for V1.3
- Apr 22, 2024 Testing out Tech: Adobe Express - Animations from Audio
- Apr 20, 2024 Made a new Game: Ultra Ball!
- Mar 5, 2024 FREERUNNERS PROGRESS - More ways to Fail
- Feb 27, 2024 Freerunners Progress - A better flow
- Feb 21, 2024 Freerunners Marketing, Lets get started!
- Feb 17, 2024 FREERUNNERS Steam Next Fest Postmortem
- Feb 7, 2024 FREERUNNERS IS IN STEAM NEXT FEST FEB 2024!
- Jan 25, 2024 FREERUNNERS DEMO UPDATE! (JANUARY 2024)
-
2023
18
- Dec 31, 2023 Marauders Community Memes, Art and Cosplay! Dec 2023 Edition
- Nov 27, 2023 Freerunners Demo Updates! (November 2023)
- Oct 7, 2023 Project Optimise Tool (Unreal Engine) : How To Use
- Oct 7, 2023 Project Optimise Tool Is Now Downloadable From My itch.io Page
- Sep 8, 2023 Freerunners Demo Out Now!
- Sep 4, 2023 All Things Marauders (March - August 2023)
- Aug 8, 2023 10 Tips For Faster Blueprint Using
- Aug 5, 2023 Updated my Free Unreal Engine Tool: Project Optimise
- Jun 10, 2023 Meetup at the Team17 office!
- Apr 28, 2023 New Unreal Engine Tool: Project Optimise!
- Apr 14, 2023 21 UE4/UE5 Tips To Help You Build Out Levels Faster
- Mar 31, 2023 I did a talk at GDC!
- Mar 4, 2023 4 Material Editor Tips for Unreal Engine
- Feb 25, 2023 6 Tips for Faster Blueprinting!
- Feb 13, 2023 5 Useful Unreal Engine Blueprint Tips/Tricks
- Feb 9, 2023 3 Quick Unreal Engine Sound Tips/Tricks
- Jan 20, 2023 Compare Data tables Tool for Unreal Engine
- Jan 3, 2023 I Tried Rokoko Video - Free Ai Motion Capture
-
2022
55
- Dec 29, 2022 3 Quick Unreal Engine Animation Tips/Tricks
- Dec 21, 2022 Marauders: The Red Baron Update
- Dec 6, 2022 50 Quick Tips and Tricks for Unreal Engine. How many do you know?
- Dec 5, 2022 F1 Marauders Art
- Nov 21, 2022 QUICK DEV TIP #100 UE4 / UE5 - Snap To Surface
- Nov 15, 2022 Quick Dev Insights #02 - Level Designer - Alfie Bawden
- Nov 12, 2022 QUICK DEV TIP #99 UE4 / UE5 - Editor Asset Open Location
- Nov 11, 2022 Launching Marauders into EA
- Nov 11, 2022 Marauders Memes#1
- Nov 7, 2022 QUICK DEV TIP #98 UE4 / UE5 - Custom Asset Shadow
- Oct 29, 2022 QUICK DEV TIP #97 UE4 / UE5 - Screenshots
- Oct 24, 2022 QUICK DEV TIP #96 UE4 / UE5 - Copy Paste UMG Anims
- Oct 16, 2022 QUICK DEV TIP #95 UE4 / UE5 - Favourite Blueprint Nodes
- Oct 12, 2022 Rust bucket 3D Print
- Oct 12, 2022 QUICK DEV TIP #94 UE4 / UE5 - MATERIAL EDITOR KEYBOARD SHORTCUTS
- Sep 27, 2022 QUICK DEV TIP #93 UE4 / UE5 - Blueprint Keyboard Shortcuts
- Sep 19, 2022 QUICK DEV TIP #92 UE4 / UE5 - GAMEPLAY VIEW
- Sep 10, 2022 Marauders Progress
- Sep 3, 2022 QUICK DEV TIP #91 UE4 / UE5 - COMMENTING
- Aug 22, 2022 QUICK DEV TIP #90 UE4 / UE5 - GROUPING
- Aug 15, 2022 QUICK DEV TIP #89 UE4 / UE5 - LOCK IN PLACE
- Aug 5, 2022 QUICK DEV TIP #88 UE4 / UE5 - REORDER ARRAY
- Jul 19, 2022 QUICK DEV TIP #87 UE4 / UE5 - HIDE UI BINDINGS
- Jul 12, 2022 QUICK DEV TIP #86 UE4 / UE5 - CONSOLE COMMAND INFO
- Jul 3, 2022 QUICK DEV TIP #85 UE4 / UE5 - QUICK CHANGE VIEWPORT ANGLE
- Jun 27, 2022 QUICK DEV TIP #84 UE4 / UE5 - DELETE NODE, KEEP CONNECTION
- Jun 19, 2022 QUICK DEV TIP #83 UE4 / UE5 - MOVE WITH ASSET
- Jun 12, 2022 QUICK DEV TIP #82 UE4 / UE5 - EDITOR START UP LEVEL
- Jun 6, 2022 QUICK DEV TIP #81 UE4 / UE5 - VIEW FROM ASSET POINT OF VIEW
- May 29, 2022 QUICK DEV TIP #80 UE4 / UE5 - EXTRA INFO ABOUT NODES
- May 29, 2022 Quick Dev Insights #05 - Indie Games Publisher - Jeff Giasson
- May 23, 2022 QUICK DEV TIP #79 UE4 / UE5 - CONTENT BROWSER FILTERS
- May 16, 2022 QUICK DEV TIP #78 UE4 / UE5 - ADJUST GIZMO SIZE
- May 10, 2022 QUICK DEV TIP #77 UE4 / UE5 - FULL SCREEN VIEWPORT
- May 3, 2022 QUICK DEV TIP #76 UE4 / UE5 - SPEED TREE COLOUR VARIATION NODE
- Apr 28, 2022 Quick Dev Insights #04 - Building A Community - Dan Walters
- Apr 26, 2022 QUICK DEV TIP #74 UE4 / UE5 - OPTIMISING TICK RATE
- Apr 25, 2022 QUICK DEV TIP #75 UE4 / UE5 - MAP THUMBNAIL ICONS
- Apr 12, 2022 QUICK DEV TIP #73 UE4 / UE5 - GPU VISUALISER
- Apr 9, 2022 Quick Dev Insights #03 - Creating UI For Games - Ben Humphreys
- Apr 5, 2022 QUICK DEV TIP #72 UE4 / UE5 - TEMP CHANGE PIVOT
- Mar 28, 2022 QUICK DEV TIP #71 UE4 / UE5 - COPY PASTE LODs
- Mar 24, 2022 Marauders Has Been Announced!
- Mar 22, 2022 QUICK DEV TIP #70 UE4 / UE5 - OUTLINER FILTERING
- Mar 15, 2022 QUICK DEV TIP #69 UE4 / UE5 - CONSOLE COMMAND SEARCHING
- Mar 7, 2022 QUICK DEV TIP #68 UE4 / UE5 - HIGHLIGHTING CONNECTIONS
- Mar 1, 2022 QUICK DEV TIP #67 UE4 / UE5 - SAVE HARD DRIVE SPACE
- Feb 21, 2022 QUICK DEV TIP #66 UE4 / UE5 - NAME MATERIAL PINS
- Feb 15, 2022 QUICK DEV TIP #65 UE4 / UE5 - EDIT AUTOSAVE SETTINGS
- Feb 6, 2022 QUICK DEV TIP #64 UE4 / UE5 - HIDE ALL SCREEN MESSAGES
- Jan 31, 2022 QUICK DEV TIP #63 UE4 / UE5 - MEASURING DISTANCES
- Jan 25, 2022 QUICK DEV TIP #62 UE4 / UE5 - MATHS IN VARIABLES
- Jan 17, 2022 QUICK DEV TIP #61 UE4 / UE5 - STORE BLUEPRINT GRAPH POSITIONS
- Jan 11, 2022 QUICK DEV TIP #60 UE4 / UE5 - MIRROR ASSETS
- Jan 3, 2022 QUICK DEV TIP #59 UE4 / UE5 - SMALLER INTERFACE ICONS
-
2021
55
- Dec 27, 2021 QUICK DEV TIP #58 UE4 / UE5 - QUICK ADJUST CAMERA SPEED
- Dec 20, 2021 QUICK DEV TIP #57 UE4 / UE5 - BREAKPOINT ON BLUEPRINT ERROR
- Dec 13, 2021 QUICK DEV TIP #56 UE4 / UE5 - UMG REPLACE & WRAP WITH
- Dec 6, 2021 QUICK DEV TIP #55 UE4 / UE5 - MOVE VARIABLE TO PARENT
- Nov 29, 2021 QUICK DEV TIP #54 UE4 / UE5 - SELECT ALL OF THE SAME
- Nov 22, 2021 QUICK DEV TIP #53 UE4 / UE5 - LIGHT MAP STATISTICS
- Nov 16, 2021 QUICK DEV TIP #52 UE4 / UE5 - EVENT TO FUNCTION / FUNCTION TO EVENT
- Nov 8, 2021 QUICK DEV TIP #51 UE4 / UE5 - DISABLE BLUEPRINT NODE
- Nov 1, 2021 QUICK DEV TIP #50 UE4 / UE5 - EDITOR CALL EVENTS AT RUNTIME
- Oct 25, 2021 QUICK DEV TIP #49 UE4 / UE5 - SAVE LOAD LAYOUTS
- Oct 18, 2021 QUICK DEV TIP #48 UE4 / UE5 - QUICK MAKE ICONS
- Oct 18, 2021 My steam page got approved for my game Freerunners!
- Oct 11, 2021 QUICK DEV TIP #47 UE4 / UE5 - QUICK OPEN LEVEL ASSET
- Oct 4, 2021 QUICK DEV TIP #46 UE4 / UE5 - THUMBNAIL EDIT MODE
- Sep 27, 2021 QUICK DEV TIP #45 UE4 / UE5 - COMBINING MULTIPLE STATIC MESHES
- Sep 20, 2021 QUICK DEV TIP #44 UE4 / UE5 - RELATIVE AND WORLD TRANSFORMS
- Sep 13, 2021 QUICK DEV TIP #43 UE4 / UE5 - QUICK NAVIGATE TO BLUEPRINT PARENT
- Sep 6, 2021 QUICK DEV TIP #42 UE4 / UE5 - Automatically Reimport Files
- Aug 30, 2021 QUICK DEV TIP #41 UE4 / UE5 - Have Multiple Anim Sequences Open
- Aug 24, 2021 QUICK DEV TIP #40 UE4 / UE5 - Diffing Blueprints
- Aug 16, 2021 QUICK DEV TIP #39 UE4 / UE5 - Quick Tweak Textures
- Aug 9, 2021 QUICK DEV TIP #38 UE4 / UE5 - Animation Pose Into Static Mesh
- Aug 2, 2021 We Won An Award!
- Aug 2, 2021 QUICK DEV TIP #37 UE4 / UE5 - Colourblind Editor Mode
- Jul 26, 2021 QUICK DEV TIP #36 UE4 / UE5 - Saving Colours
- Jul 19, 2021 QUICK DEV TIP #35 UE4 / UE5 - Quick Switch Tabs
- Jul 12, 2021 QUICK DEV TIP #34 UE4 / UE5 - Find Across Whole Project
- Jul 5, 2021 QUICK DEV TIP #33 UE4 / UE5 - UMG Favourites
- Jun 28, 2021 QUICK DEV TIP #32 UE4 - Custom Grid Snap Amounts
- Jun 21, 2021 QUICK DEV TIP #31 UE4 - Favourite Folders
- Jun 13, 2021 QUICK DEV TIP #30 UE4 - Content Browser Icon Size
- Jun 7, 2021 QUICK DEV TIP #29 UE4 - Quick Make Pins
- May 31, 2021 QUICK DEV TIP #28 UE4 - Drop Asset To Surface
- May 24, 2021 QUICK DEV TIP #27 UE4 - Multiple Content Browsers
- May 17, 2021 QUICK DEV TIP #26 UE4 - Change Asset Default Transform
- May 10, 2021 QUICK DEV TIP #25 UE4 - Move Light In Static Mesh Viewer
- May 3, 2021 QUICK DEV TIP #24 UE4 - Quick Rename
- May 3, 2021 Survive Another Night Patch Notes
- Apr 26, 2021 QUICK DEV TIP #23 UE4 - Toggle Translucent Selection
- Apr 19, 2021 QUICK DEV TIP #22 UE4 - Quick Find Asset
- Apr 12, 2021 QUICK DEV TIP #21 UE4 - ADVANCED CONTENT BROWSER SEARCHING
- Apr 5, 2021 QUICK DEV TIP #20 UE4 - OPTIMISING: DUMPTICKS
- Mar 29, 2021 QUICK DEV TIP #19 UE4 - TWEAK ANIMATIONS IN EDITOR
- Mar 22, 2021 QUICK DEV TIP #18 UE4 - SEPARATE LIGHTING CHANNELS
- Mar 15, 2021 QUICK DEV TIP #17 UE4 - MATERIALS QUICK CONNECT
- Mar 8, 2021 QUICK DEV TIP #16 UE4 - PREVIEW AUDIO FROM VIEWPORT
- Mar 1, 2021 QUICK DEV TIP #15 UE4 - BULK EDIT ASSETS
- Feb 22, 2021 QUICK DEV TIP #14 UE4 - QUICK SET SOUND SETTINGS
- Feb 15, 2021 QUICK DEV TIP #13 UE4 - STORED CAMERA POSITIONS
- Feb 8, 2021 QUICK DEV TIP #12 UE4 - BLUEPRINTS - EASY COPY INFO
- Feb 1, 2021 QUICK DEV TIP #11 UE4 - BLUEPRINTS - QUICK IMPORTING FILES
- Jan 25, 2021 QUICK DEV TIP #10 UE4 - BLUEPRINTS - SUBCATEGORIES
- Jan 18, 2021 QUICK DEV TIP #09 UE4 - BLUEPRINTS - COPY COLLISION
- Jan 12, 2021 QUICK DEV TIP #08 UE4 - MULTI-LINE TEXT!
- Jan 5, 2021 Quick Dev Tip #07 UE4 - Coloured Folders!
-
2020
11
- Dec 28, 2020 Quick Dev Tip #06 UE4 - Connection Lines
- Dec 28, 2020 Survive Another Night Postmortem
- Dec 21, 2020 Quick Dev Tip #05 UE4 - Quick Align Nodes
- Dec 16, 2020 Quick Dev Tip #4 UE4 - Reroute Nodes
- Dec 13, 2020 Quick Dev Tip #3 UE4 - Blueprints Quick Variables
- Dec 13, 2020 My 2020 Epic MegaJam Entry
- Nov 30, 2020 Quick Dev Tip #2 UE4 - Blueprints - Pin Splitting
- Nov 24, 2020 New Quick Dev Tips Series
- May 7, 2020 "Marauder" Our New Game
- Apr 12, 2020 Bringing Images To Life
- Apr 11, 2020 VR Fun
-
2019
1
- May 26, 2019 Art'ing
-
2018
2
- Sep 3, 2018 Playing around making a loading icon
- Aug 12, 2018 Showreel of my animations from "The Black Death"
-
2017
8
- Nov 4, 2017 RAGE trailer
- Nov 4, 2017 Made a Trailer for 'Indie Dev Story'
- Oct 25, 2017 Indie Dev Story Patch Notes V1.1 & V1.2
- Sep 22, 2017 The Black Death has been shortlisted for an Award!
- Aug 5, 2017 Rage Postmortem
- Aug 5, 2017 Finished my next game! "Rage"
- Jun 29, 2017 Busy, Busy and The Black Death Progress
- Feb 19, 2017 Gifs of the little games I have made so far!
-
2016
14
- Dec 10, 2016 Indie Dev Story Postmortem
- Dec 4, 2016 Finished 'Indie Dev Story'
- Dec 2, 2016 CBgameDev Logo
- Nov 12, 2016 TBD Hit 80% Woop! & Nottingham Gamecity Festival Talk!
- Oct 8, 2016 The Black Death at EGX 2016!
- Aug 23, 2016 The Black Death at Gamescom, Germany 2016
- Jun 9, 2016 Finished my next mini game
- May 27, 2016 More pixel playing around
- May 18, 2016 The Black Death at Rezzed
- Apr 2, 2016 Boxes animating
- Apr 2, 2016 Recording Lets Play For the Black Death
- Mar 27, 2016 Playing around with pixel art
- Mar 17, 2016 Made a Launcher for my game Jam Games
- Mar 17, 2016 My First Pixel Animation