A new year is just around the corner, so I think it’s a good idea to review my year as a game developer. If I had to use a single word to describe 2013, there is no doubt I would pick the word “awesome“! ūüėÄ

The year 2013 went by so fast that I barely noticed. At the beginning of the year, I started working on my projects for One Game A Month. I managed to work on 1GAM¬†until June, when my university tasks consumed all my free time. I was really motivated to publish 12 games in 2013, but I’m proud to say that I’ve published 6 (six!) instead: Blacksmith Dash, Squared Puzzle, Spell Cracking, Madly Angry Cat¬†and Invade Pirates. It was an outstanding experience: I’ve met new gamedevs, exploded in ideas, learned new tools, sharpened my skills and a lot more! I strongly recommend anyone to try 1GAM in 2014.

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Compared to 2012, when I released just a single game, 2013 was a success. It had 500% more games released and a lot more developed. All over the year I also wrote tutorials for the Game Development section of the Tuts+ network. I covered several topics, such as steering behaviors, FSM, network programming and how to deal with cheaters. I even had the happy opportunity to share my own trajectory as a game developer. The Tuts+ community is great and I owe them a huge thank you! Thanks for all the feedback, comments and suggestions. You guys rock!

In November something beyond my wildest dreams happened. I’ve been following OUYA¬†development since their very first day, when the idea was nothing more than a Kickstarter campaign. I really admire Julie¬†Uhrman and her team. It’s not easy to insert yourself in a market dominated by big players, specially when you have to attract game developer along the way. After watching Julie’s talk at the XOXOs festival I emailed her. She answered my e-mail (how cool was that?) and they sent me one¬†OUYA!¬†Oh man! I never asked one, but she decided to support me as a game developer! A-W-E-S-O-M-E!

I was already reading about OUYA gamedev, but that was a real boost. I integrated the console in all my plans, including my gamedev classes (see the video above). I have no words to say how much I am thankful for that. Thank you, the OUYA team, thank you so much!

I can’t forget to mention the Flixel Community project. It was my very first “real” open-source project, with users and other developers to talk to. We did a hell of a job hammering lots of bugs and in November we announced our¬†first released¬†under the community label. I’ve learned a lot during the process and I’m sure we will bring tons of new features to the engine in 2014.

In 2013 I also did some cool things that are not related to code. I’ve bootstrapped a new series called game dissection¬†here at As3GameGears. It allows me to motivate other developers (including myself) showing how a game was made and, at the same time, it helps me get in touch with amazing people. I was also invited by¬†Ben Whitman¬†to join his Indie Interview Series. That was so cool! Several game developers I admire are there too. It was a huge pleasure to me to be side-by-side with them. It was my very first recorded interview in English (bare the accent!) and a great opportunity to make something different from coding. Thanks, Ben, for the invitation!

My 2013 as a gamedev year was pretty busy. Unfortunately the day has only 24 hours, so I had to put several idea in hold. On the other hand, it motivates me even more to make 2014 another great year. Now it’s time to rest a bit and enjoy the holidays, 2014 will be awesome too!

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