#brushfire games
I left Microsoft in late 2012, right after getting married (good plan) and started contracting for Turn 10. The plan was The Indie Dream. A few months later I started Brushfire Games and worked on Shipwreck with my brother and a couple other folks which released in early 2014. We then worked on Polychromatic which we got out in late 2015. I'm proud of these games.
- Shipwreck was my first real go at a commercial grade game and I learned a ton including how to work with contractors, design levels, and nearly lose my mind thanks to undiagnosed ADHD and the insistence that this game could turn Brushfire into a full time game.
- I coded Polychromatic entirely in C++ with OpenGL and Direct3D and shipped on PC/Mac/Linux and Xbox One. I was already back to contracting and, towards the end, a full time job so this one was more for the fun and experience and extra spending money which took some pressure off, though I'd be lying if I said we weren't naively confident it would take off thanks to our Xbox One version.
Since then we've done pretty much nothing. A few small prototypes, lots of talking about ideas, but life/kids/jobs/houses all rightfully took our attention. It's now time to say goodbye to this part of my adult life.
The @brushfiregames cohost will be gone in a few days, the websites in a few months. I'm going to be working with Valve and Microsoft to see if/how we can keep our games up despite not having a formal business.
Maybe we'll make another game someday, maybe we won't. But either way I'm happy with what we did together.
Since we’re closing up shop I don’t want to take people’s money or give the illusion of support so the game is now free.
I have to contact Valve in order to make our games free on Steam. And I have yet to enter the quagmire of Microsoft services to try and figure out how to make Polychromatic free on Xbox.
I left Microsoft in late 2012, right after getting married (good plan) and started contracting for Turn 10. The plan was The Indie Dream. A few months later I started Brushfire Games and worked on Shipwreck with my brother and a couple other folks which released in early 2014. We then worked on Polychromatic which we got out in late 2015. I'm proud of these games.
- Shipwreck was my first real go at a commercial grade game and I learned a ton including how to work with contractors, design levels, and nearly lose my mind thanks to undiagnosed ADHD and the insistence that this game could turn Brushfire into a full time game.
- I coded Polychromatic entirely in C++ with OpenGL and Direct3D and shipped on PC/Mac/Linux and Xbox One. I was already back to contracting and, towards the end, a full time job so this one was more for the fun and experience and extra spending money which took some pressure off, though I'd be lying if I said we weren't naively confident it would take off thanks to our Xbox One version.
Since then we've done pretty much nothing. A few small prototypes, lots of talking about ideas, but life/kids/jobs/houses all rightfully took our attention. It's now time to say goodbye to this part of my adult life.
The @brushfiregames cohost will be gone in a few days, the websites in a few months. I'm going to be working with Valve and Microsoft to see if/how we can keep our games up despite not having a formal business.
Maybe we'll make another game someday, maybe we won't. But either way I'm happy with what we did together.
It's true! It's been a while since I've made a new one but you can go check out these games I made with my brother (@brushfiregames).



