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, but no formal work history to match, due to a variety of reasons.
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. Egg Trainer is currently undergoing a full sale and transfer of it’s IP, as 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
- 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.
- Over the last decade-ish, I’ve tinkered with making my own programming language. About two years ago, I put my all behind the idea, and ended up with Toy - A Toy Programming Language. I kept working on it over time, and got it to a decently stable state, but the performance is horrible due to the memory management model. So let’s discuss version 2.
- If you see a big hole in the ground, you want to know what’s at the bottom, right? If you see a big mountain, naturally you want to climb it. What drives you to do that? Mere curiosity? A sense of adventure? Or is there something more?