AGDQ and Speedrunning

Exciting news: Bleed 2 releases on Feb 8! I announced this a few places earlier in the week, but it just occurred to me that I never said so here. Oops. To try and spread a little hype, I’m putting out mini-trailers each week until release. Here’s a peek at the next one, demonstrating local […]

Defining Financial Success (aka MMOOONNEEEYYY)

The last two weeks I’ve been working non-stop on getting PR stuff together for the announcement of the game’s release date, and trying to raise some hype before launch (you thought I got a vacation, huh? Maybe later!) You’ll see the results of that soon, so let’s talk money instead! This week I was asked […]

Happy 2017!!

Happy new years!! As always, I’m gonna slack hardcore on this blog post and just pat myself on the back a little. Here’s all the hours I worked in 2016, totaling 1941 actual hours worked! I kinda hoped that after tracking my worked hours for over three years, I’d start to see interesting patterns emerge […]

Weapon Improvements!

Merry Christmas! Or, happy holidays or whatever you like. Hope you’re enjoying some time off! Usually I like to fix up and release an old game for free around this time of year, but I’m just too busy for that right now (you can always check out the ones I’ve released in the past!) Since […]

So Many Bugs…!! (And, the Never-Ending Quest for Replays)

It’s that time of year again! Where I intend to give myself a vacation — it’s the freakin’ holidays, man — but end up working on replays instead (I REALLY want Bleed 2 to have them) which led to finding and fixing tons of bugs. I also gave my to-do list of features/polish one more […]

Localization

To any who don’t know: “localizing” a game is the act of changing it to work in a different language or region. It could be as simple as translating all the text in the game, or as involved as redoing all the voice acting and lip-syncing, or changing the script/images/3D models/etc to fit better with […]

Consistency

This week I went through every level, enemy and boss (so… the whole game) with the goal of unifying how everything feels and looks. There are a bunch of (admittedly fairly common) tricks I use to try and make Bleed 2 feel extra good to play, such as… Hit stun: The game freezes for a […]

Credits: Done!!

I did it!! Yesss!! It took two full weeks of work but Bleed 2’s end credits and cast roll are finally done. I’m really proud of myself for pushing through and making it happen. I’m also mentally exhausted (this might sound overdramatic/indulgent, but art is difficult for me.) I hope you’ll understand if this post […]

The End Credits

Making Bleed 2’s end credits is a large task that I’ve put off for far too long. This week I finally dove into it! I roughed out the whole sequence in Premiere (the same process I used for the game’s intro) and then penciled, scanned and began inking about 30 images (the same process I […]

Bugs EVERYWHERE (and Replay Despair)

This week I finished writing and implementing all the vital dialogue, and started finally, actually testing Bleed 2 on Steam!! Exciting times!! The number of bugs that were revealed was… large. Here’s some descriptions of builds I’ve uploaded in the last few days: So up until a few days ago, Challenge Mode arenas had no […]