Hey all, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. It’s not very often that I decide to focus on a single item in relation to the portfolio, but this is one of those seldom occasions. In the last two posts, I made a short mention to a new game project I’m working on. I’m pleased to announce that a great deal of progress has been made on this game in the past few months, and even more will be made in the month of October. This leaves me in a position where I can comfortably release details about this game, since a vast majority of the ideas and concepts have been officially cemented. Ladies and gentlemen, I’d like to introduce “Geo”.


“Geo” is a 2D, skill-based puzzle that’s been in development for about four months now, and should be making an appearance on Android’s Google Play, Apple’s iTunes, and Microsoft’s Windows Phone Store in the near future. That is, if everything goes according to plan. Allow me to explain.

After I made Super Mario Bros. In First Person publicly available for download, I simultaneously cemented the idea that independent game development was something I wanted to do for the rest of my life. When the concept for Geo came to me, I immediately began working on it, and continued to do so at every opportunity I had. A few months ago, I enlisted the help of a friend to be a sort of soundboard for all the ideas I had, and his responsibilities grew to a point where I felt it necessary to make him an official part of this game’s development. With a majority of the necessary game elements accounted for, I’ve developed a working proof of concept, and tested on two of the three target devices with great success. But in order for “Geo” to reach its full potential, and be the complete game that I envisioned, I would need to purchase the professional version of the program I’m working in to develop, along with a couple add-ons for building to the aforementioned marketplaces. So, what’s the plan?

October: This month, I’ll be moving beyond the proof of concept, and jump right in to level design and implementation. There will be features I won’t be able to implement without the professional version, but I won’t worry about them. Instead, I’ll work to add everything I can into the game during this time, and ensure they function properly. I’ll also do my best to keep you all in the loop about the game’s progress. Through the efforts of this phase, the game should reach 75% completion.

November: Toward the beginning of November, I should have enough progress to show some game play in the Kickstarter campaign I plan to begin in order to fund the remainder of Geo’s development. This campaign will essentially make-or-break the completion of the “Geo”, and so it will become my full-time job for an approximate month – in order to raise awareness for the game and answer any questions that arise about the game. If the campaign falls short, then I unfortunately won’t be able to release the game. However, if the campaign reaches its goal, I can move forward with the next phase.

December: Preparations for the Kickstarter pledge rewards will be rather time consuming, and can get downright insane depending on how many people choose to help fund “Geo”. The first half of this month will be dedicated to organizing all that needs to be ordered, and later accounted for. However, I wouldn’t be sending anything out in December, considering the sheer volume of postage this holiday month holds.

January: The focus shifts back to Geo for a good while here, ensuring that the game’s initial completion and features added as per the stretch goals from the Kickstarter campaign. This is also when I would hope to begin mailing out the pledge rewards to their respective owners.

February: Final preparations and changes made to the game in accordance with the rules and regulations of the three marketplaces I plan to release to come next. This is to ensure a very simple transition to the official release of “Geo”, which should happen in March of 2015.

This game is the first step I’ve taken into the independent game development world, and I hope you all can take that step with me. That’s all for now, everyone. See you all soon.