GLPeas
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BlindGiRl, 2010 |
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carcophony, 2009 |
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xbox live indie games (xblig) |
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fun(ction) before form |
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innovate, don't immitate |
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no guns |
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| "carcophony is here, 2009" | |||
June 2010
See BlindGiRl at E3
BlindGiRl will be at E3 this year, as part of the IndieCade showcase, as a title that has “raised eyebrows among jurors engaged in the rigorous IndieCade selection process“.
Read more about Indiecade @ E3 here: www.indiecade.com
June 2010
Around the World Spotlight - GLPeas
See the full article at http://creators.xna.com
May 2010
Carcophony featured on the Independint Charles Show
carcophony is one of those games that you just have to put your hands on your hips, pull up your zip and say, " Wow - that's absolute genius".
See the full review at youtube.com
March 2010
GLPeas latest project, BlindGiRl, was released 23/03/10
"another sterling example of why the Indie Channel is proving to be a fertile arena for artistic expression.." 8/10
eurogamer
"a must-buy for any Xbox 360 owner who's interested in seeing what a talented developer can do with limited resources and some brilliant, unconventional ideas about gameplay. Hopefully BlindGiRl 2 won't be too far in the offing.."
the guardian
80% gamerankings
Green Light Projects
Product history:
- BlindGiRl, 2010 (xbox live indie games, xblig)
- carcophony, 2009 (xbox live indie games, xblig)
Keep up to date with the development process.
Find us here:
twitter.com/glpeas
We'd love to hear from you.
Tell us what you think of our products
- what works
- what doesn't
- what you'd improve
We're working on that!
Here's where we are so far:
- fun(ction) before form. Avoid 3D, animation, realism, and other resourse intensive processes that add little to gameplay, but everything to development time.
- innovate, don't immitate. There is little point producing an inferior copy of a product that already exists, and there are plenty of people already doing it.
- no guns. We don't want a part of this market, which is saturated already.
Our first product, carcophony, was a test of the development process. We hope use it as a stepping stone to do something more meaningful next...
Do we develop:
- another 'entertainment' product?
- something experimental?
- a product with something to say?
- a product that teaches?
- a product that makes a difference?
These are the important questions we're currently asking ourselves, before undertaking our second project.
From the excellent game design bible,
"The Art of Game Design: A book of Lenses", by Jesse Schell
* lens #98
- Does my game help people? How?
* lens #99
- Is making this game worth my time?
* lens #100
- Why am I doing this?