Self-Publishing

I’ve just self-published my very first books - The Game Developers’ Sketchbooks - via Lulu. Here’s the story of how and why I did it.

Silicon Valley Diary #3

The early night had done the trick; my batteries were recharged and a quick trip to the nearby Starbucks for a burst of caffeine before we boarded the minibus was the ideal setup for another day of meetings.

We had an earlier than usual start to the day so that we could squeeze in a hastily [...]

Why Games Are Like Sledges

I’ve played games for over 30 years now and developed them for over 13, and yet there are times when I still struggle to explain parts of the games industry to non-developers. While flicking through some old pages in my OneNote notebook I spotted a set of notes that were going to form a presentation [...]

You Don’t Need A Scent of Tuna to Work Here..

but it helps…

Welcome to Tuna HQ. Here’s a snapshot of the team hard at work making the most awesome claymation game in the world ever.

Cletus is Heading to San Francisco

2009 has started very nicely for Tuna Technologies and TunaSnax. Our clay modelled run n gun game, Cletus Clay, has been nominated for the IGF Excellence in Visual Art award.

Needless to say, we’re all delighted with the news, and firms slaps on the back go out to all those working on it, especially Anthony Flack- [...]

IHeartPeggle

I’m a huge fan of PopCap’s Peggle, and so when the haters started posting on tunasnax.com, I had no option but to stand up for the world’s best ever ball bearing based game. Head over to tunasnax and read it for yourself.
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Moved by Physics

“Action and reaction” is one of the few things that I remember from my school physics lessons, but while recently playing a physics-centric game I found it wasn’t just the objects that were reacting to actions, so was I. Forget your interactive-narrative, character-focussed, multiple-storylined experiments; I’m going to tell you why a game about [...]