It’s very interesting to see the numbers behind his survey and what themes people liked or not. Phil also discloses his method for deciding on what theme his word game should use. ![]() In this case, Phil not only shows us the artwork that made it into the game, but also the artwork that was rejected. Sharing knowledge is what the internet is about. I love when developers allow the outside world to see how their games were built. Phil Steinmeyer has given us a hint to just how much work is involved by sharing with us the artwork life cycle for his recently released game, Bonnie’s Bookstore. Compared to the modern enourmous budget A-list first person shooter games, I guess they are - but for a one person development shop it’s still a lot of hard work. I always believed casual games were simple and quick to develop. ![]() I learned this first hand recently, as I participated in the 2005 OMG Cup these past two months. There is a lot more to making a casual game than most people realize. What’s involved in building a casual game these days?
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