Nathan Meunier's Blog, page 6
January 11, 2017
Entrepreneurial / #GameDev Shop Talk on the Alpha Channel Audio Podcast
I recently had a reallyfun, casual, personal, and info-packed podcast sit-down with Alex Delia, where he picked my brain about a wide range of topics related to being a creative professional across freelancing, self-publishing, and game development.
If you’ve ever wanted to know what it might be like to sit down with me and grab a beer whileshooting the shit about thingslike my coffee obsession, writing books, freelancing, making indie games, and surviving the challenges of creative entrepre...
GameMaker Blog Interview
Oh hey, the newly-relaunched and very awesome GameMaker Blog just ran an interview with me talking about a wide range of game dev related stuff, including:
How I got into making games The inspiration behind my next upcoming game, Missile Cards My picks for helpful game dev software that I use A bunch of tips for getting started making games with GameMaker: Studio And more!You should give it a read and check out the other GameMaker projects and articles featured on the site. Great stuff!
A...
January 3, 2017
Missile Cards Public Demo is Live
[image error]After a lot of hustle and hard work this month, I’m excited to finally be able to share a playable public demo for my upcoming “Missile Command meets strategy card game” project, calledMissile Cards.
The game is headed to Steam in the coming months, but before I can get it launched on the platform, it has to pass the voting gauntlet that is Steam Greenlight. That’s been slow going, despite an enthusiastic response from quite a few folks.
To help push things along, I wanted to give players an...
December 19, 2016
Failing Forward and the Value of Making Smaller Games, Faster
[image error]Embracing failure might be one of the most invaluable learning experiences you can pick up as a game developer or creative professional. When you train yourself to expect failure, and tighten your dev cycle routine into a hyper-efficient beast to account for it, it lets you rebound fast and minimize the risk if and when your next project spins out into a catastrophic dud.
Look, I’ve been there. The first commercial game I ever released took 1.5 years to make, and it tanked right out of the st...
December 14, 2016
Announcing MISSILE CARDS, now on Steam Greenlight
Hey folks! Hope you’re doing well. I’ve been working on lots of various things of late, and today I’m rolling out an official announcementfor one of my upcoming games,Missile Cards, which is now live on Steam Greenlight! Here’s a trailer and a few details! If you think it looks cool, please take a moment to vote for it onSteam to help get the game on the platform!
Please help Missile Cards get on Steam by voting today and helping to spread the word!
About Missile Cards
October 30, 2016
Steam Halloween Sale – This Book Is A Dungeon only $0.59! (Please Leave A Steam Review, Too)
ONLY THROUGH NOV. 1ST! — You can grab my horror dungeon crawler IF game, This Book Is A Dungeon at a crazy 90 percent off — Just $0.59. If you’ve been on the fence or are just hearing about it, now is a great time to grab it for stupid cheap.
I’m not making much green off this sale, so if you enjoy the game, please take a moment to leave a Steam Review to let folks know what you think! Thanks so much!
Stay tuned, too. I have several upcoming projects in a similar vein (but far more fleshed o...
October 18, 2016
The Indie Mindset, Game Dev Survival Tips, and A New Project Reveal!
As a huge podcasting nerd, I love opportunities to talk shop about thingsI’m passionate about and offer insights from my own experiences that might help others who are on a similar path.This week the folks at Indie Insider Podcast had me on to do just that, and it was a blast!
We had a great chat about the “indie mindset” for game developers, finding focus to hit your entrepreneurial goals, and tips to stand out and stay afloat in the indie game dev world. I also talk about my journey from g...
September 16, 2016
The Indie Response to Steam’s Major User Review System Overhaul
What a week this has been! On Tuesday morning I (and many other frustrated indie devs) woke up to discover thatSteam’s latest update took a chainsaw to the user reviews for our games on the marketplace.
In a nutshell, under this new policy, any user reviews left by someone who did notdirectly buy the game through Steam, are no longer counted ina game’s overall review average score. They can still be left, but they’re buried deep in a series of menus. That’s…errr…a load of horse feces, to put...
August 16, 2016
Rejecting the “New Norm” of Games Industry Toxicity
Making games is amazing. Making games is also absolute hell, which is why I want to take a few moments to give voice to something I’ve often struggled with since I started this crazy adventure roughly two years ago. It’s one of the few gruesome dark sides of game development, and some days it makes me seriously question whether I can stomach this industry.
I suspect I’m not alone.
It’s a question that comes up every time I hop online and inevitably wind up wading neck deep in the vile Intern...
July 18, 2016
ADD & Game Dev Part I: Making games when you struggle with a hyper-mind
In this first entry in a multi-part blog series about game development and ADD, I explore what it’s likeinside the mind of someone who makes games and suffers fromsevereattention deficit disorder. Hope these posts offer some insights and tips to help other folks who facesimilar challenges.
Most of the time, my brain feels like the Millennium Falcon — alwaysthreatening to rattle itself apart as I blast my way through avast hyperspace of to-do lists on any given day. Sometimes I’m firing on al...


