I don't normally give a twit, but in case I do:
- @jesseschell Wow, my review found you fast! Great book, best of luck with the next one should you choose to write another (Eric Seiler) 04:01:48 PM April 28, 2010 from webin reply to jesseschell
- Who knew that 1999 produced the best female protagonist in a video game (I didn't!)? "The Longest Journey" is an awesome Steam discovery. 02:16:31 PM March 17, 2010 from web
- Is moving to the east coast! Anyone have contacts with any good east coast game companies? 10:31:15 PM February 25, 2010 from LinkedIn
- is testing twitter functionality - please ignore this. 05:49:27 PM November 18, 2009 from web
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Recent Posts
Eric’s To-Do List
- Get a Job (slacker)! - 0%
- Finish Unreal level - 50%
- Finish Dime-A-Dozen #2 - 40%
- Play Heavy Rain - 0%
- Finish Modern Warfare 2 - 20%
Journal Categories
- ericseiler.com (1)
- Game Design (3)
Pages
Game: Congo Cube
My Contributions
I received my first gaming credits on Congo Cube as an artist. In that this was a tiny team, I worked on everything from illustration (both for the game and for marketing purposes), concept drawings, to pixel editing. It is fair to say that I created a little over half of the artwork in the game. Below are samples of my work from Congo Cube.
The World’s Smallest Post-Mortem
What went right
What went wrong
Upon Further Review…
Congo cube was received well by those that played it, but due to being a casual game and only lightly marketed on the PC-side, garnering attention was tricky. I believe that this game turned out to be a lot of fun, and while visually competitive, didn’t blow anyone away.
I learned a lot of valuable lessons from this project, but two in particular stand out in my mind — even small games require a lot of hard work and talent to shine, and the casual games market (even then) was a bloody red ocean where even good games die in relative obscurity.
Additional References
For more information on Congo Cubes, please check out the following links: