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Station Fall Rollaway MADRIS

July 15th, 2013

I just wanted to leave a note here about the development diary that I’ve started for a game called Leonis. It’s a cooperative tile-laying, set-collecting, hand-management, and deck-building game set in Arthurian Space. It’s coming along very nicely so far, and you can follow the development of this game here.


April 12th, 2013

I posted a new article the other day about applications of behavioral economics in game design. You can find the article and leave comments here. This is also a featured expert blog on gamasutra, and has been crossposted to boardgamegeek.


March 24th, 2013

The Game Crafter’s Map Builder Design Challenge inspired the design of 46 tabletop games that include a dynamic or progressive map. Sugar Pill Studios own Station Fall is among the seven finalists based on the game’s instructions, art work, and shop design. Congratulations to all of the participants and finalists on a job well done.


August 19th, 2012

In the last week, I successfully pulled together an AGBIC submission! It combines overhead arcade racing with a classic memory game (like Simon). Free windows download here. Contest submission thread here.


June 11th, 2012

I just finished submitting Twenty Twelve to Microsoft’s Dream.Build.Play Challenge. I’m very proud to have completed a Windows 7 Phone submission in addition to the XBox 360 version. Here’s the latest box art, and a glimpse at the HUD overlay for the touch interface. Good luck to everyone participating (there is definitely some steep competition out there, which I can’t wait to play through)!


box art

touch interface


June 6th, 2012

Sugar Pill Studios is back with lots of updates (after two weeks without regular internet access), including this new Twenty Twelve trailer (also new box art at the end of the video):


In addition to running in a browser, and on the XBox360, Twenty Twelve now also runs on Windows7 Phones. I’m currently working on improving the touch interface for these devices. With that done, I’ll be submitting Twenty Twelve to Microsoft’s Dream Build Play competition later this week, and then releasing both versions to the public sometime in July.

Twenty Twelve appeared in the IGDA Baltimore’s 4th Annual Indie Showcase. Here are a few (of the many) people who got to play it there (thanks again to all of the attendants for their great feedback and support):




Finally, the next Sugar Pill Studios production is now under development for HTML5 web browsers everywhere. I’m looking forward to sharing more details on this exciting collaboration, as the project matures.


May 25th, 2012

Here’s the link for any Creators Club Members to playtest Twenty Twelve on the XBox360. And here’s my first pass at box art that you can leave feedback for here:


April 16th, 2012

If you dig dingoes then you should definitely check out this week’s new Twenty Twelve levels at: http://sugarpillstudios.com/TwentyTwelve/.  Still working on additional control and level skipping mechanic… but they are on their way.


April 8th, 2012

In case you didn’t notice, new levels are now available for TwentyTwelve http://sugarpillstudios.com/twentytwelve *** Semi-Spoiler Alert: Serena gains a very Easter-appropriate new power in these levels ***. Play them for free before the end of the week, when they will be replaced by new levels! Also, thanks for all the great feedback so far. It’s really helping me improve this game.


April 5th, 2012

On Easter morning (April 8th), the last four levels of TwentyTwelve will be replaced with eight new levels (along with a brand new power for Serena). This means that there are only three more days to beat the current batch levels at http://sugarpillstudios.com/twentytwelve/. And don’t forget to leave feedback! The game is getting better by the day thanks to all of the great feedback we’ve received so far. Thank you all so very much for your help!

In appreciation of our amazing fans, here’s an Easter Coloring Activity for all of the special young indie game loving people in your life!