The Final Kickstarter Push

We are about 75% of the way to our Kickstarter goal of $20,000. We've been a lot of great comments from our demo and beta test. We will be continuing our closed beta testing through most of September, so it's not too late to jump in! 

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Dexter Chow
Balancing Strategy Games

Beta is where the final touches are done on a game before release. For strategy games, many of you may know how difficult it is to balance hundreds, if not thousands, of variables. There are different sides with varying unit stats, typically, multiple resource systems, and gameplay mechanics that all need to come together to be fun. Again, there is so much value in getting fresh eyes on any game, and this is why public beta testing is so important.

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Beta and Demo!

Infinium Strike is Beta!

The game is fully playable from beginning to end. All game graphics are in. We are now balancing all 4 difficulty levels. That should be done in about two weeks. We will be starting beta testing once all the levels are playable. There are two ways to join our closed beta: 1) Pledge on Kickstarter to get guaranteed full beta access to our game; or 2) Join our community at www.infiniumstrike.com, and you will be eligible to join our closed beta.

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Tactics for Production Part 4

How do we develop project teams within our overall 25-person team? There are many challenges in making and publishing a game and just as many challenges in managing a team of 25 people. This blog will give more insights on how our decentralized indie team works on both development and publishing projects. Here are some of details/challenges:

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Tactics for Production Part 2

I think it is important to dive deeper into the concept of project management. It's not complicated: A project manager or producer manages resources and processes to optimized efficiency in development. How one goes about it is often up for debate, and being an indie developer, this further stretches the already thin resources available to manage game development.  

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Meeting Tips For E3

E3 is this week, the ultimate business convention where people in the game industry from all corners of the globe converge. It's almost a sacred event.

I went to this event over the years specifically to meet people, from developers to vendors, averaging 10 meetings a day for 3 to 5 days straight. It’s an exhausting experience, but I end up meeting a lot of great people and get a lot of learning experience when it comes to conventions.

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Tactics for Production Part 1

Any developer who has done a project of any significant size will tell you production issues are just as important as the game design, who is on the team, and even what is the total project budget. Developing a project is lot like learning a skill or sport ... You can always get better, and often, there are new ways to do things. Game production has always fascinated me because there are so many opinions on what to do, how to do it, and why one way is better than another. I certainly have come to some conclusions in my 20 years of producing games. In this series of blogs, you'll hear about some of my experiences.

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Tactics for Game Design Part 4

Game Design is similar to the design process of building a car. There are many systems to be developed and many stages of development. Taking this analogy further, cars have a body shell, primary parts, like the engine, fuel system, brake system, and electrical system, not to mention the interior, tires, stereo, paint, safety features ... You get the idea. The car we drive every day takes thousands of people coordinating for years to design, develop, and manufacture a product that does all these things, hopefully well. Of course, these systems need to be designed before the engineers can develop anything or manufacturing can meet specifications for functionality and quality.

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