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I stumbled upon a pretty cool article from Wired. It shows an amazing array of different types of cockpits, ranging from fighter planes to cruise ships. The amount of variables and knobs to tweak varies enormously. There was one big takeaway for me: The number of...

As you know, recently the Paladin team built an iPhone game in two weeks. It includes fun gameplay, nice graphics, music, sound and character voice, and highscores that can be shared on Twitter. In this post, I want to look back on what happened after...

When we at Paladin Studios finish a game, I make an estimate of the highest possible score is going to be. Usually it is a combination of my personal record multiplied by x, just to be sure. There is a good reason why I take my...

This isn't about breaking physical stuff nor it is about trying to break software. No, it's about getting broken mentally. As Nick said before, creating a game in 2 weeks changes game development, a lot. As Jimmy Pataya was my first as a game designer I...