About Robot Invader
We warped our brains watching '50s monster movies in glorious black and white. Now we're making video games for your phone, tablet, or virtual reality headset.
Read more about Robot Invader.
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- Chris on Dev Diary: Branching Dialog
- Bernie Roehl on Dev Diary: Branching Dialog
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- Thomas Karlin on Dead Secret Launching on 3/28!
- Chris on Dead Secret Launching on 3/28!
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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