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Whatever happened to Red Forest?

I thought I owed it to everybody involved to write a post updating everybody on the state of play regarding Red Forest- It’s clearly still not out- but why? This will read as a sort of post-mortem, but I’ve not let the game die. Read on. When I started Red Forest, it was a new […]


Red Forest – We’ve been GREENLIT!

Yes, that’s right! We got Greenlit! Players want the game on Steam!   Stay tuned for more news- We’ve not got much time to update this site right now because we’re busy going nuts with paperwork, getting a bigger team, and planning everything! Once we’re done, I’ll create a new post outlining the plan.   […]


My experience of Global Game Jam 2015

On January 23, 2015, an amazing thing happened. Tens of thousands of developers joined forces for 48 hours and produced a huge number of games for Global Game Jam 2015. It was easily the best weekend I’ve had in a long, long time and I recommend anybody who loves to design or develop in any […]


Low cost development is possible- and you can do well from it!

Today I’m going to talk a little bit about how it *is* possible to produce low cost games. Red Forest has cost less than £500 so far! Not all of the information within comes from Red Forest; A lot of this information comes from data I’ve gathered by watching those who do find success; Many […]


Unity3D – Accessors are bad- Caching is good!

Unity3D is an amazing tool; It makes development a dream. It introduces coding to novices without limiting their capabilities. It removes the headaches from coding the core engine, 3D renderer, sound system and all of the components required for a good, stable, usable 3D engine by having them already there ready for you to use. […]


Stage fright: Talking to an audience

On Thursday, 30th January 2014, I decided, last-minute, to stand up and talk about my game, Red Forest. Anyone who knows me knows that I am an introvert. This is not a bad thing. I do not dislike socialising, in fact as two months worth of living alone without any entertainment in Manchester proved that […]


XSpeed update: Initial features

So, on Monday September 2nd 2013, Xspeed reached a milestone. Features that need to be present for the v1.0 release are completed: Tournament Mode: Although we intended to have several tournaments, this is not a requirement of the initial release. Instead, we will add more tournaments at a later date- the initial release will have […]


XSpeed needs a new name!

Well it has to be said, Xspeed is a pretty shoddy name. It needs to be improved! So I’m looking for ideas.  Something spiffy, something punchy. It’s got to sound high-tech. It’s got to be something you’ll remember. Provide your email with your suggestions and I’ll get in touch if we use it and get […]


XSpeed Dev Diary- What’s the plan, Sturdy?

So, as you can ask my wife, I’ve not really been spotted in the wild over the past couple of weeks. The reason is that I’ve upped my efforts with X Speed with the intention of getting it ready for release. There’s a slightly older playable version of the game available to play online here. […]


X-Speed (Red Forest part 2)

Continued  from this post: With Red Forest, I wanted a hover-racer, but I needed it to be easy to update and add extras. The amount of effort required to create each track was immense. How could I solve this problem?   It quickly became obvious that although I liked the feeling of the simulated hover vehicles […]