Welcome to the new Frozen Flame Interactive Blog!
Hello reader, and welcome to this little corner of the Internet! My name’s Matt, and I’m the sole developer at Frozen Flame Interactive, a video game “studio” located in Norfolk, Virginia. (I put “studio” in quotes because let’s be real— my “studio” is me sitting at home, on a laptop, coffee at my side, coding/arting/writing by the glow of my Zelda Triforce lamp.)
At the time of writing, I’ve been a game developer for about 4 years. I spent the first 3 years learning a game engine called Game Maker Studio, which I used to develop my first game, Robozarro. Year 4 of game development has been spent prototyping Robozarro 2’s new gameplay systems, writing the game’s script and lore documents (pre-production— yay!), learning C#/Unity, and porting Robozarro 2’s art assets from Game Maker Studio 2 to Unity, the game development engine that’ll be powering Robozarro 2 from here on out.
Up until this point I haven’t shared Robozarro 2’s development publicly. Game development is notoriously difficult, messy, and games don’t usually look too great until they’re pretty close to completion, right as everything’s coming together (if they even get that far). Heck, in the past year Robozarro 2 has gone from being an isometric action-RPG, to a grid-based strategy-RPG, to a physics-based 2D shooter, to a non-physics 2D shooter, to a 2D / physics / JRPG-inspired hybrid of sorts, complete with a leap to a brand new game engine… Whoa, right?!
All of that said, now that Robozarro 2 has some solid direction, both in regards to its visual design, as well as many aspects of its gameplay design, I’m excited to share regular updates on how it’s progressing. So be sure to follow me on Twitter (@FrozenFlameInt) and/or check back here from time to time for updates on all things Game Dev / Robozarro / Video Games / Life.
Thanks for stopping by!
— Matt