Pick a card! Any card!

As I leave the holiday season behind me I find myself thinking about some of the good fortune I’ve had in my life. My career is certainly one of the things for which I’m most thankful. There are few jobs in this world that will pay you play games. But[…]

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The Art of Drawing

Last week Star Pirates Infinity development was focused on additional polish to the UI and various bug fixes. Much of the required card art is done, so our art team can focus less on drawing cards, and more on the clean up of the UI. It ended up being one[…]

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The Varying Aspects of Game Design

It may come as little surprise, but it’s often the little things in game development that trip you up. The focus this week for Star Pirates Infinity is on QA of the code that’s been written the last few weeks. I was reminded of the importance of having a library[…]

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Multilingual gaming, without a babelfish in your ear…

We’ve been much too quiet lately, apologies for that, and I’ve decided the solution is simply to start talking. Cue the Pink Floyd.   Legacy Games Zombie Moon has more missions. Guts and Glory is sunset, but playable if you have the game. Star Pirates now has a Leviathan class[…]

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The Heroic Efforts of our Team

Work is continuing on Wasteland Heroes and our team is knocking out regular updates. We are just under three weeks since our soft launch and today we posted our sixth update. Today’s update in particular adds better connection stability and better user feedback. We’ve also started some retouches of the[…]

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Ongoing Development

So work is continuing on Spy Battle 2165 (www.spybattle.com).  With Richelle‘s work on art and Mark‘s work on content is leading towards some new story elements for the game expected in February.  We’ve added some periodic weather effects to the game to help liven things up and the redesigned “new player[…]

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We’re Growing Again!

Building a video game is a team building experience. You cannot do it alone.  It requires a group of people with various skills to come together behind a shared vision and work some very long hours.  But, sometimes, it really comes together and in the end you’re left with something[…]

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Mobile Means “Can Move Around”, Right?

One month ago today, we launched World War Mobile. We knew we had lots to learn going in but also brought extensive knowledge of our own. So now that a month has gone by, we want to share where we are at.  Spoilers – we need to do more work.[…]

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Game Pace Can Impact Gameplay

In case we haven’t said it recently enough – Thank You!  When we look at how long Star Pirates has been active and the ongoing community support it receives, we are still humbled by how the community has embraced the game we made.  We are also thrilled that we are[…]

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Visual Cues

In game design, there is honestly never enough time.  Whether it is writing, sound, graphics or code, we always want more time to make it just a little bit better.  The flip side is that updating some of these can seem like such a large task that smaller items can[…]

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