Ben Droste

@bendroste.bsky.social

Game Designer, 3D Artist, and Jugger. Creative Director at my indie studio 100 Stones Interactive. Working on Memory's Reach.

If you're exhibiting at #Paxaus for the first time and feeling a bit overwhelmed, or even if you're just a little unsure of it all, here is my epic tradeshow thread to help you out 😃 (I meant to post this weeks ago but I swear August was only like 6 days long this year...) #gamedev #indiedev #pax

Ben Droste@bendroste.bsky.social · last yr.

PAX Aus is fast approaching! Last year I posted a thread of tips and advice for indies exhibiting at the show on the site formally known as Twitter. Here's an updated and expanded thread for this year (settle in, its a long one) 😀 #pax #paxaus #indiedev #gamedev @paxaus.bsky.social

The legit most unrealistic part about Primer, the ‘04 sci-fi thriller, is that two tech bros sat on their invention for a few years because they wanted to understand the implications of their technology and not release it to world too soon. And yes, it also includes building a Time Machine.

The theatrical release promo poster for Primer.

The Eyes of Ara launched 10 years ago today, on July 19, 2016. It was never a big success but it has been enough to support me as a full time indie dev for the past decade, which is pretty amazing on its own. So thank you to everyone who played and enjoyed it over the years!

Memory's Reach@100stones.bsky.social · 2mo ago

Ten years ago today I released my first indie game - The Eyes of Ara! So today I wanted to give a quick shout out to everyone that has played it over the years and allowed me remain full time indie for the past decade ❤️ #gamedev #indiedev #indiegames

Horrible person dies: [jokes about them being in hell, litany of the terrible things they said and did] Good person dies: [fond reminiscence of that time a character they played went to hell and it was incredibly sick, nothing but praise for their actual character]

Okay, generalized optimization tips for game models. 1: optimisation means 'as efficient as possible within defined constraints". The important thing before you begin optimising is the 'defined constraints' bit. What are you optimising for? Framerate? Memory? Draw calls? Artist time? Cost?