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We’re ramping up again!

So, our little one, Sophie, is now fast heading towards 2 years old. Priorities change, and the awesome game you wrote that is taking longer than Duke Nukem Forever to develop dropped off the Earth. Except I never did let Red Forest die- and work is still being done on it. As mentioned in previous […]


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 update – Greenlight, Re-re-re-relocation, new team!

It’s about time I wrote an update for everybody involved. Recently, we got greenlit. It was amazing! I haven’t been fantastic at keeping everybody updated, so here it is- this is the first proper Project Update! Red Forest is going to be my first desktop game in four years. It’s a much much bigger game […]


Blast from the Past: Flow3D and FlowED

FLOW (Flexible Lightweight Ogre Wrapper) was a powerful, easy to use 3D engine for BlitzMax, one of only a handful available at the time, and certainly the most powerful. It focused on 3D and Physics, tying Newton Game Dynamics with, you guessed it, the OGRE rendering engine. FLOWED was a scene layout editor with some crazy features. […]


Blast from the Past : MazeMonkeys

MazeMonkeys was a game I started with a couple of friends back in 2008. It was a simple FPS. You’re a robot, rolling around, shooting other robots. When destroyed, you fall to your components, which can fly all over the place as you explode. It’s a simple but awesome looking effect. Levels had simple puzzles that […]


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 […]


Red Forest update

Things have been quiet for a little while here at Sturdy Games- and I thought it was about time we updated everyone! Development of Red Forest is going very well. Things have not been perfect, however, as we realise that with just the two of us and the time we have available to develop, the […]


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. […]