September was a rough month for us. See how we’re pushing through to get out of a development rut.
0 Comments
Getting your product in front of the right people at the right time ain't easy. Especially when you're a little fish swimming in a big pond. What can an indie mobile game developer do to get noticed?
In our last post, we unveiled our first concept art – a character named Yumiko. This time we’re excited to share the concept art evolution of her younger brother, Kenta.
As mentioned in a previous post, our first game will be a rail shooter following a band of protagonist ninjas as they defend themselves from attack by evil forces. Well, we’re excited to finally share our first concept art: Yumiko.
With no in-house coding, illustration, or animation skills, we've had to throw ourselves straight into the fire by learning the fundamentals of mobile gaming. Read on for Part II in our series on how we’re building our first mobile game where we get into how we found experienced contractors to work with that are bringing our ideas to reality.
We're not experts, but we wanted to share what we've done and the resources we’ve used to set Tapkido Games up for success.
We're excited to share our first monthly highlight report. See what we've been up to in the month of July.
|
ArchivesCategories
All
Stay on top of the gameSubscribe to our newsletter and receive exclusive content and updates on what we're up to!
|