How it’s made (and why so long).

I was responding to the following comment in this blog post when I realized my response was becoming quite long and maybe deserves its own post. And I’m not trying to pick on Howse or feel in anyway provoked. This post just shares some thoughts I’ve been thinking that Howse reminded about that I haven’t really stated before. So here are some thoughts and some information about me and what I’m all about :)


I’m only gonna mention this once: this has taken you so much longer than your original projected time that it makes me rofl.

Still, you’re doing amazingly. I love the game anyways, no matter how incomplete it is. I’m glad you’re taking your time with it, making sure that there are no flaws in the final release. This game will surely be an internet sensation upon completion. Keep up the good work! =D

Thanks. Yeah, believe me. I never thought I’d be working on one game for so long either. Life has a way of happening in ways you don’t always anticipate, and I can’t really complain — I’m pretty happy with my life. Since I started developing BM2 and WS over 4 years ago, the economy took a dump, I moved twice, changed careers from Software Engineer at Boeing to working as a full time Flash Developer for Honda and just this last year I got married, my wife and I rescued two animals (girl dog named Biscuit and boy cat named Mr. Bitey) and my wife recently started a new job after being unemployed for over a year.

I love making games and wish I could spend more time doing it but the reality is that I only have so much time to allocate to personal Flash game development while maintaining my independence along with doing all the other things I like doing like playing League of Legends with my wife, snowboarding, bodyboarding or playing PC games.

I could maybe get a job working full time as a Flash game developer but then I might not get the freedom to develop the games I want to make with full control over the design. Not that I don’t like being a team player, but commercial games usually involve a team of people (designer/artists/animators/developers) and the goal is to make a good game to make money. The pressure to make it good sometimes restricts creativity as games will go with proven formulas. On the flip side, new games that use existing mechanics that “have been done before” may even be frowned upon for lacking in innovation. To be independent gives so much freedom — freedom to re-make something that already exists but with your own twist (who cares if it already exists… I want mine with zombie bears and green blood but theirs didn’t have that) — freedom to do something super wacky ().

However, I’m sure there are studios out there that do great things and foster creativity through team collaboration and produce super high quality stuff. To them I say, “Are you hiring? If not, stop being so cool, you’re making me jealous.” 😉 But like I said, I can’t complain. I count my blessings and I feel quite blessed. I get to play with Flash all day at work, and while it’s not for making games it keeps me sharp and it doesn’t burn me out. I can come home and fire up Flash again for some game development.

I have so many design ideas and concepts for new games that I just can’t wait to develop that it can be a real challenge to stay focused on the primary objective which is to finish the latest Bowmaster. Despite my focus and my current strategy to publish weekly updates for Bowmaster Winter Storm, I still sometimes spend time prototyping and experimenting and I can definitely feel my personal Flash skills “Leveling Up” — I can’t wait to use the lessons I’ve learned so far to make my next big game.

Just know that however long it takes, I will finish BM WS and BM2, and I plan on making many more games after that for years to come. Stay tuned!

take care,


how it’s made (because it’s in the title and maybe you’re curious):

On weekends: I find some block of time to try to accomplish the bulk of next week’s update. Sometimes I have a busy weekend and can’t work on flash stuff and so I try to make this up with doing stuff after work on the weekdays. Without compromise, Saturday starting at 5pm it is date night with my wife.

Weekdays: I come home from work and after doing some chores I work on Flash game development tasks (either finishing up the work I started that weekend or trying to play catch-up if I didn’t have time to work on the weekend). I often let myself get interrupted for some impromptu PC gaming if I get a Steam invite or sometimes I play Volleyball after work. Dinner is at 7pm and the rest of the night is off; the time is spent relaxing with my wife — sometimes it involves killing zombies or destroying nexuses.

Thursday Night: Wrap up weekly update (best case scenario) to be posted next morning.

Friday Morning: Upload new files, or wake up super early to finish last minute updates. Worst case: post later in the day in the evening (haven’t slipped on posting on Fridays in a long while).

Friday Night: TGIF.

Saturday Morning: if possible, start next week’s content development.

So this is how I go about doing what I do as a Flash Game Developer, all the while and in between trying to be a good husband, son, brother, uncle, pet owner, employee, friend, neighbor and human :)

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10 Responses to How it’s made (and why so long).

  1. james says:

    hey jason i love your games really i had a lot of fun with the gunmaster too.I’ve been playing your games all those years and i must say that you did an impressive job.I also play Leageu of Legends :) could you add me ingame to make a cooperative match my username is pheebas,thanks for your attention

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    • Jason says:

      My user name in LoL is LostVector. Feel free to send me a friend invite. What level are you? I’m level 18 I think. I like Dr. Mundo, Akali, Veigar, and just got Jarvis who seems cool too.

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  2. heavenarrow says:

    Its ok, we know making an epic game like this aint easy

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  3. heavenarrow says:

    Oh yeah, anyone know what is the weakness of the Rock Golems? I know they dont like Lightining but i hit one with a normal arrow and it did CRIT damage so is there like a weakspot to this guy?

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  4. The Bloke says:

    Well Jason, you’ve suceeded in producing a game whereby I can look away from the screen for just a moment and then look back to see my self KO’d by a huge rock thrown by a massive golem.

    That is a major achievement, trust me 😀

    I’ve always wanted to produce my own flash game, but whilst at university, I can never find more than half an hour of spare time that I already feel I must devote to repeatedly getting torn apart on Dead Space or drinking myself senseless.

    Whilst that is the only fun I can really have, the potential stresses of making a flashgame must remain on hold. Perhaps I’ll give it a go during the summer. I realise there is a lot to figure out and understand, but hey, awesomeness is rarely ever an easy grab.

    Keep up the good work, and maybe one day you can hire a team and produce a mass-selling PSN/Android/Ipad/Whatever title… yeah, I’m still dreaming! :p

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  5. Guillermo says:

    No one’s making you do anything, Jason. You live life the way you want and each to his or her own. Hey if you’re really commited to finishing well then that’s great. So… you’re human?

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  6. funflow says:

    sometime we need arrow types here,(some shy)

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  7. hitler says:

    wel , im love the games , wen im see the name “bowmaster winter storm” in the internet , im rapidly knows , that is another great work (realy , winter storm is beter than prelude , realy) , , , and heavenarrow , im found a easy way to kil rock golens , and its very quick , USE THE HUNTERS SPIKE TRAP MAN , the trap wil kil the rock golen and some extra evil armie , that makes so good , the hunter.
    (wen im see a evil armie convoy , im always put 2 spike traps , one in front , and another one im back to make the trap more longer , wen the rock golen steps on the final spike of the trap , im activate that and the final wave , ALL R.I.P)

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