Making Games on a Shoestring Budget!
Hello World! I’m Kayne Ruse, an independent game developer, making both video and tabletop games of all kinds.
I’ve been making games for 20 years, and was born with a controller in my hand. I’ve got a lot of practical skills and hands-on experience with my own projects, and I’m always looking for new ways to improve and expand those skills.
One of my biggest claims to fame is releasing a game on the Nintendo Switch - Candy Raid: The Factory.
Another would be spending four and a half years on a microservice driven web game, and actually completing it - Egg Trainer. After completing it, Egg Trainer’s IP and assets were sold to a good friend, and I’m ready to move on to the next stage of my life.
My ultimate goal in life is to lead my own gamedev team on self-sustaining projects - that is, our success and sales can support us well enough to carry us between releases.
If you want to contact me, you can do so at krgamestudios@gmail.com
- I’ve been rewriting Toy from scratch for… two and a half months now? Wow. My (rather nebulous) goal since before reaching v1.0 was to create a language, game engine and game with a high degree of moddability. I attempted this with v1, but found that in practice it was not performant enough for the task, due largely to the way I handled memory. I shelved the project, but the process at least proved that the idea was possible. Now, with v2’s development well under way, let’s think about what potential ideas could fit my goal.
- I’m a big fan of Stargate, because who isn’t? I love the idea of exploring an expansive galaxy of civilisations, each vying for power in one way or another. Perhaps it’s a little cliche that Earth ends up as the top dog in multiple galaxies, but you can chalk that up to a majority of the intended audience being humans. The mythical themes used as a starting point do feel a little outdated these days though, and I’d love to see another take on the idea of alien worlds, without having to rely on humans in fancy hats.
- Anyone who knows me knows I’m obsessed with three things: iced coffee, Pokémon and Made in Abyss. Today, let’s discuss the thematic tools used in that last one - specifically, certain elements that I’ve noticed crop up repeatedly in Akihito Tsukushi’s early work, that I don’t think anyone else has made a note of.