Turning a weekend project into a Game of the Day

A little weekend project, surprisingly turned into a fully playable and released game. Including a “Game of the Day” Apple feature. read more
A little weekend project, surprisingly turned into a fully playable and released game. Including a “Game of the Day” Apple feature. read more
Let’s talk about having social connections, but no control over those connections. Oh and also the purpose, for a game developer, of having a website. read more
Talking about the remastering process of some of my “classic” games. Why remaster the games and what does remastering, in this case, mean. read more
This year (2018) I started with an attack on social media: going in full force to hopefully grow my audience, to share exclusive stuff with you guys, and to show more behind the scenes of Orangepixel game development. read more
This is a Patreon only update/post. I’m sharing exclusive content like free pixel-art, exclusive video’s,game postmortem posts, and more! You can subscribe to that content [..] read more
Look, it’s a written update! How old-school of me! I figured it was time to do a little blog post after all this time, altho [..] read more
Explaining the whole thinking behind the “behind the scenes” videos I’ve been creating instead of typing lovely blog posts like this. read more
Possibly, maybe, hopefully? some of you might have noticed I haven’t been showing much code, graphics or general new stuff in months. There have been reasons [..] read more
In recent weeks I’ve been seeing different developers making business decisions that didn’t make any sense to me. This post is mostly aimed at the starting developer. [..] read more
Welcome to the Meganoid(2017) post-mortem, as promised a few weeks ago, this post-mortem goes into the details on the Meganoid figures and stats. Without context the [..] read more
To get some extra funding on my bigger project, I decided to ignore services like Kickstarter, and in all my foolishness, I instead created another game: on a very tight budget. Find out how that worked out. read more
Last Saturday I called out for some ideas to write about in these, now weekly, indie-business blog posts. And my fellow indie dev Byron / Xiotex opted [..] read more
When I started Orangepixel (waaaaay back in 2004) I did so on a very small budget. I think it was close to €100, which were the [..] read more
I follow various developers on social media, from big guys to small guys, famous guys to unknown awesome talented guys.. and some of them even follow [..] read more
This week it’s GDC week, the “largest professional game developers conference” where the industry comes together to talk about games, games and games. I’m sure [..] read more
In the feedback I got on the first part of this series, a few people asked me to do a blog on how I pick, [..] read more
This is the first one of a series of articles I plan on posting about “the other side” of game development. Not just the “technical [..] read more
We’re nearing the end of 2016, so it’s a nice time to make a little review of the year from the Orangepixel perspective. Games of 2016 First thing: [..] read more
While I’m pushing version 1.1.0 of Heroes of Loot 2 to all the platforms, I figured it was about time to post something new up [..] read more
(This blog will talk randomly about various things, so I will also randomly place some cool Heroes of Loot 2 screenshots in it just to [..] read more
April is coming! the game is not done! PANIC! … or don’t.. The last few weeks I had some “radio silence” as I was working on [..] read more
The end is here! Well, the end of the year at least, so even tho I still want to do a lot of work, these days [..] read more
Since I started Orangepixel I had one very strict rule: keep creating games, and do it quickly. This has brought me to where I am now: [..] read more
It finally happened, one of my games just landed on a Nintendo console! Gunslugs 2 is now available from the 3DS eShop, so go download [..] read more
(Space Grunts pre-order 30% discount ends in a few weeks, get it now : www.spacegrunts.com) September is here! and the game isn’t done! Now that’s not [..] read more
It’s live! well, the pre-order is live. Which was, strangely, a big decision to make: basically I’m asking you to buy a game that isn’t completed [..] read more
Sharing revenue information is hard, not sure why that is, I guess it’s something of a status symbol and telling other people opens you up to [..] read more