@TommyRefenes I'M ON MY WAY (Today)

@dicey for real what does those trees sound like if they was a waveform (Yesterday)

RT @ChevyRay: Only 52 hours left to back my adorable witch-school RPG on Kickstarter! t.co/hDn3USWAGQ t.co/fh645TFbOV (Yesterday)

@1bitgrit Nope but I am googling it now! (Yesterday)

@konjak shell shock (2 days ago)

@thegamedesigner hahah I wiiish (2 days ago)

@thegamedesigner self-care sounds good but tough in murica (2 days ago)

@MANvsGAME oh thanks :3 (2 days ago)

Want to make games but my brain has been a dumpster fire of depression panic and anxiety lately x_x (2 days ago)

RT @ChevyRay: There are just 3 more days to back Ikenfell! Help me make this game! t.co/WbEYu92AHd (2 days ago)

in bed: "i have so many ideas for my game today is going to be AMAZING LETS DO THIS!!1" at computer: "i have no idea what i'm doing" (2 days ago)

@AsherVo love each otter t.co/KEB7sL4m30 (3 days ago)

@TommyRefenes hmm sounds like you want pokemon go to be some sort of actual game (3 days ago)

@PatrickHyatt I guuesssss~ (4 days ago)

so jelly of teams of awesome people that seem to work so dang well together ahhh ;_; (4 days ago)

RT @ChevyRay: We’re at 2000 backers and $50k! That’s a perfect average of $25/backer. Y’ALL PLEASING ME W/ NUMBERS <3 t.co/9NgGzy9p… (4 days ago)

PogChamion (5 days ago)

@konjak alone at last (9 days ago)

ugh this dang pokemon go game is just an addiction slot machine but I forgive it because I use it to walk 7 miles a day (9 days ago)

@dannyBstyle of course it does (10 days ago)

posts tagged with: art

2016 - 7 - 22 / 11:49 am / general

Dev Log: Background Arts

Dev Log: Background Arts

Doggone it July has been a giant mess when I had the best intentions for it. It was going to be so productive, I thought, but little did I know what a giant lump of poop it would all become! Distractions and my brain filled to the brim with depression and anxiety have doomed July to the abyss. Well, I'm still scraping together some work. Here's some new background assets for Sky Sisters.


I'm also setting up the background changes in my cool spread sheet which gets translated into code with the push of a button in Visual Studio.


More background arts to come!

No Comments

2016 - 7 - 20 / 9:07 am / general

Travel Pillow Mock Up

Travel Pillow Mock Up

As I work on finishing up Sky Sisters I'm dreaming of what games I want to work on next. The first game that I've talked about here is my dice based RPG type game, but another one is a new platformer exploration kind of game.


See the full version here.

After Sky Sisters is done I'm going to work on two projects at the same time if I can manage it. The main reason I want to do this is because I want to have some sort of platformer game spun up along side my weird dice RPG game. The dice RPG game is a cool idea, I think, but the design of it is largely a mystery. There's a lot of unanswered questions, and a lot of issues that need to be solved. I'm guessing this is going to be a little bit frustrating, so I want to also have a project that seems more straightforward. Usually when I'm making a platformer there's way less "mystery" in the design. Having something more grounded to work on when I'm not feeling the tougher design seems like a good idea, but only time will tell!

No Comments

2016 - 4 - 19 / 11:20 am / general

Dev Log: Shield Effects

Dev Log: Shield Effects

Chipping away at some of the new work I've created for myself with Super Sky Sisters. So far it's been going pretty well! I'm trying to get the new boss's look and feel to a certain level of quality before pushing into the actual fight too much. Here's some of the effects for their shield!


And regaining the shield


The basic idea is that you'll have to use both sisters to take down their shield and then you can go crazy on their orb. After dealing a set amount of damage their shield will turn back on and the fight will most likely be separated into different phases based on how many times their shield was brought down.


2016 - 3 - 30 / 3:19 pm / general

Dev Log: Art Stylin'

Dev Log: Art Stylin'

While being sick I've done about 0 programming work. There's a lot of programming work to be done on Sky Sisters, so I tried to do some quick art tests for my dice game instead.


I'm playing around with the idea of super high res pixel art inspired by Jesse Turner on Viking Squad. The style seems incredibly powerful for a high resolution game with art done by just one person.

One of the things I've learned while working on Sky Sisters is that I really miss the flexibility of pixel art in regards to manipulating it after it's already on the canvas. Changing the color of high res art requires a lot of preparation and layers, while with pixel art the paint bucket tool can do the job. Having this flexibility with high resolution assets seems really promising!

Right now I'm working at double size and scaling it down for the actual in game asset. I usually do this for any of my high resolution assets, but in this case it gets me a little bit of anti-aliasing for the final in game asset. I might actually increase it more and try something like quadruple resolution for the source, but I don't know if I actually have to get that crazy.

No Comments

2016 - 3 - 9 / 4:46 pm / general

Dev Log: More Animations!

Dev Log: More Animations!

It looks like both of the players in Super Sky Sisters now have animations! I never thought the day would come but I think from the power of streaming I finally pulled it off. It was exactly as draining and soul crushing as I thought it would be, but I think I got some animations that aren't terrible.

So here's the player two angel from Sky Sisters in her fully animated glory:


With GDC around the corner I don't think I'm going to get any more updates in before then. I'm starting to feel the itch to return to my RPG idea as well, so we'll see how I'm feeling after GDC is all said and done. I still kinda don't have any idea of what to do with Super Sky Sisters aside from trying to maybe sell it on itch or humble and probably sell like 10 copies, but who knows!

No Comments

2016 - 3 - 2 / 5:58 pm / general

Dev Log: It's Happening!

Dev Log: It's Happening!

Today I finally started on a task on Sky Sisters that has been on my to do list since the very beginning: player animations!


I got all the sprites for player one done today on my stream. It started out pretty rough, but I think I have something I'm actually happy with. There's some minor adjustments to be made, like the line thicknesses of some of the frames, but that should be easy enough to fix up.

Hopefully tomorrow I'll be able to finish the frames of player two, and maybe even implement all the animations in the game. After that if I can clean up the lines and other small issues, then the animations will be done and it will be one step closer to being a complete game that I'm happy enough with to release.

But with Game Developers Conference coming up, I probably wont have anything done before then. Also, uh, at some point I need to figure out what the music is going to be in this game...

1 Comment



Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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