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
So, you know when you read a thing, and that thing is just… impossible to describe to someone without spoiling it? “Goodbye, Eri” by Tatsuki Fujimoto (Chainsaw Man, Look Back) is one of those things. I’ve just finished reading it - it’s a short work, and only took me an hour to get through - and I need to write my thoughts about it while they’re fresh. This is gonna be as light on spoilers as possible, so go and buy it, read it, and come back.
Make sure you do the “come back” part. The “sharing this post” part is also appreciated.
About six months ago the Accursed Farms YouTube Channel released a video announcing the Stop Killing Games Initiative, and the Pirate Software Youtube Channel released a response and a follow up. The backlash I’ve seen against Pirate Software and his argument, is nothing but vitriol, and shows that so many people in the gaming community simply don’t understand the reality of game development, and often misrepresent the argument entirely.
There are three specific games in my portfolio of work that I consider to be the most prominent - Candy Raid: The Factory, Potion School and Egg Trainer. While these are far from the only games I’ve ever made, these are the ones that have taken the most time, and have reached a commercial release.
While I was chatting with a friend earlier today, I realized that these three share something else: Each of these have interestingly convoluted IP ownership.