Author Archives: Chris

Wind-up Knight 2

We’ve been pretty quiet lately.  It’s been almost a year since our last game, Rise of the Blobs, and other than a few blog posts here and there (and an award or two) we’ve kept a pretty low profile.  But … Continue reading

Posted in Android, iOS, mobile games, Uncategorized, wind-up knight | 5 Comments

Porting Wind-up Knight to OUYA

Wind-up Knight has just shipped for OUYA. It runs great on the console and is really fun to play with a controller. If you have an OUYA, go check it out! If you don’t have one, $99 is totally worth … Continue reading

Posted in Android, game engineering, wind-up knight | 2 Comments

Free-to-Play is A-OK

Let’s talk about free-to-play games. I mean, really talk about them.  Pick them apart. Analyze them.  Maybe even learn a few things. Because sometimes I feel like talking to game developers about the topic of free-to-play games is like talking … Continue reading

Posted in game industry, mobile games | 6 Comments

Rise of the Blobs

Robot Invader is staffed exclusively by veterans of the console game industry.  Our team of five has shipped over 50 console games between us, and we worked together on many of those titles earlier in our careers.  When we developed Wind-up … Continue reading

Posted in Android, iOS, mobile games, rise of the blobs, Robot Invader | 8 Comments

The Future of App Stores (and the history of video)

I grew up watching movies.  Mostly on video tapes, which came in hard plastic cases from a place called Flicks & Pics a few blocks from my house.  Flicks & Pics was something of an institution in my neighborhood; it … Continue reading

Posted in Android, iOS, mobile games | 7 Comments

Playing the Story

Last week David Jaffe, the outspoken designer of tons of games including God of War and Twisted Metal, gave a speech at DICE about how games and stories are incompatible.  The coverage of the talk makes it seem pretty cut and … Continue reading

Posted in game design, game industry | 8 Comments

OS Native UI in Wind-up Knight

A while ago I posted the following tweet to my twitter account: Fun fact: #windupknight on Android includes 7575 lines of Java. iOS version has 7005 lines of Objective-C. Both have 12000 lines of C#. This generated a lot of responses, mostly … Continue reading

Posted in Android, game engineering, iOS, mobile games, wind-up knight | 11 Comments

Locomotion Smoke and Mirrors

If we’ve done our jobs right, Wind-up Knight is a fairly simple game.  There are only four inputs, and only two are ever needed simultaneously.  Sir Sprint, our heroic spring-loaded knight, runs forward automatically, removing the need for a classic … Continue reading

Posted in game design, game engineering, wind-up knight | 26 Comments

Wind-up Knight for iOS Released

Human language is incapable of expressing the degree of excitement we feel as we announce that Wind-up Knight is now available on iPad and iPhone via the App Store.  We even made a cool trailer to commemorate the moment: We … Continue reading

Posted in iOS, mobile games, wind-up knight | 9 Comments

Pay by Numbers

Why tear out my heart for all the world to see? Why not paint by numbers Catchy melody Burn it up the charts with sweet simplicity Then do it again — Self, Paint by Numbers If you ask experts in … Continue reading

Posted in game design, game industry, mobile games, Uncategorized, wind-up knight | 83 Comments