Solo indie design is a deeply personal thing. It's all about taking the special, unique game concept in your head and making it real. It doesn't matter what tools or tech you choose to work with. Use any you like, or none at all—whatever gives you the best return for the time and energy you put in. The path to completing your personal indie project is not a straight line. There is no road map for this kind of game creation, and there is only so much anyone can teach you about how to do it. Most of your learning will happen through practice and experimentation. Every solo indie designer has different skills, different goals and interests, and a different approach to creativity. Let me help you discover yours.
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Game Credits: Tin Soldiers: Alexander the Great (2004, PC), Tin Soldiers: Julius Caesar (2005, PC), Panzer Command: Operation Winterstorm (2006, PC), Panzer Command: Kharkov (2007, PC), MX vs ATV—Untamed (2007, Wii/PS2), Spongebob Squarepants Featuring Nicktoons: Globs of Doom (2008, Wii/PS2), Cars: Race-O-Rama (2009, XBOX 360/PS3/Wii/PS2), Disastr_Blastr (2015, XBOX 360) (2016, PC)
Times Available (include your timezone): 8AM - 8PM Central Time Zone CDT (UTC−05:00)
Design Disciplines :
Languages Spoken (must be fluent) :
Mentors: Have you added details about your experience and what mentoring services you are providing? (please add details in your description at the top):
No ("Hey listen!!!")