Work in the Game Industry Without Making Games

A couple weeks ago I was invited to speak at a Game Industry Panel hosted by the Wharton Korean Undergraduate Business Society at University of Pennsylvania. I was joined by two other panel members who have both worked at large game companies like Riot and Blizzard. The idea of the panel was to two-fold: discuss our experiences at our companies while also providing an overview on different ways people could become involved in the game industry without becoming a programmer or professional gamer. you can watch the video below:

Although I touched on a couple opportunities, I feel like I wasn’t really able to convey the plethora of options available to people. So long as you have an entrepreneurial spirit and know how to leverage your strengths, there’s really no limit to what you can do even if you don’t want to make games. The thing is, game developers often forget about a lot of important aspects outside of the actual game making. Things that might seem obvious like good marketing and contracts often get pushed to the side because it doesn’t seem like an important component of the game. While it might not be for a single person team who doesn’t really care if they make money or not, things get more complicated when you increase your team size and revenue. For this reason many developers fail because they don’t really understand the business outside of game development and that’s where I think we’ll see a huge growth in job opportunities.

So below are some more ideas as to how others can get involved in the games industry without making games.

Game Promoter

game promoter
Photo by Sebastian Bularca at Creative Coast Festival

If you love talking to people and want to show off games, then you could become a game promoter. There are a lot of game conferences that happen worldwide that there’s no way a team could possibly attend them all. This is where you could come in. Basically, you would offer to promote their game at these events for a fee to cover travel/lodging, booth expense and food. We met a company that did this at Indiecade East. They showed off 3-4 games at their table and provided information on them. While they weren’t as well-informed as we would have liked, that just means there’s plenty of room for improvement.

It’s a good idea to start off small then work your way to larger events. Try to find events near you where you wouldn’t have to pay for travel and lodging at all to keep your expenses low, at least in the beginning. When building up your client list, reach out to developers whose games you really love and believe in. It will make it that much easier to promote their games and talk about them since you’ve already played them. Of course, when you do get some people, make sure to ask them as many questions as possible about the game and its development so you can answer these questions when someone asks.


Localization Expert


I touched upon this a little bit, but I think it’s worth mentioning again because I think there’s some pretty huge opportunities here. A lot of developers create games for their country’s market and expects the game to do just as well abroad. Often this isn’t the case due to different cultures, expectations, top mobile OS of the country, how people pay for in app purchases and just general wealth. For example, in Asian countries gamers spend money to progress through levels faster because they don’t want to spend too much time on difficult puzzles. In contrast, US gamers enjoy the challenge so won’t pay for the ability to skip levels. Instead they pay for upgrades or costumes. As another example Asian gamers are more likely to make in app purchases if the payment is charged to their wireless account instead of on their credit card. This is the complete opposite of European and American gamers.

If you live in or are familiar with the hot markets right now (China, South Korea, Russia, India, Brazil) you should offer your services to localize developers’ games. Not only will this include translation services, you will come up with the best monetization strategy, changing the gameplay to fit the country and possibly even changing the graphics to appeal to the market. I spoke with a Chinese localization expert at PGConnects and she informed me that they didn’t even give the developers final approval on changes. Why? Because often the developers would not want to make the necessary changes to actually fit that specific market. While I think you could be more benevolent than that it really depends on how well you know your stuff.

Plenty of game developers are looking for translation services. Just hop on a Facebook Game Developer group and offer your services. You’ll be sure to pick up a couple takers.


Game Lawyer

If you’ve got your law degree and want to help out game designers with contracts, then become a game lawyer. In essence, you’d more or less be an entertainment lawyer but with a focus on games. Most of your work would cover IP laws, drafting up contracts, creating privacy policies, ensuring child-friendly games are COPPA compliant, forming companies and looking into things like end user agreement and software licensing. While it might not be glamorous, there’s a dearth of qualified lawyers who have an interest in helping and representing independent game developers.

With that said there are a couple in New York City, most notably Christopher Reid. Of course, that doesn’t mean you can’t start your own practice. And if you live in another gaming mecca like San Francisco, Seattle, Denver, etc. you likely won’t have too much competition.


Ad Network Provider


There are literally hundreds of ad service networks for mobile, but they all offer more or less the same thing. You can choose from banners, interstitials or videos and then place them at certain parts of the game. Some have gotten a bit more enterprising and offer more interesting ways to get people to watch ads or purchase in-app purchases. One of the most popular ways I’ve seen is through a kind of gambling mechanic. Players can spin a wheel or something similar for a prize. The first play is free, the next is free if you watch an ad and the last one requires the use of real money. Developers can set up how often players can get a free spin (once a day, once a week) and then customize prices. It’s an interesting idea that will definitely see traction in places like Japan. Japanese gamers love the gatcha mechanic so I think this strategy makes a lot of sense.

With that said, I think this space needs to expand and get even more creative. For a lot of games, the ad experience is kind of this separate entity from the game. Some games like Bitcoin Billionaire do a great job of incorporating ads into the actual gameplay, but you still have to watch a video or have banner ads that have nothing to do with the game. I want to see better ads. I want ads that actually make sense in the game. For example, it would make sense to have the logos of advertisers on racing cars. They could pay for a sticker and you could place them on specific cars. Since this practice already exists in the world of Nascar and other racing events, it wouldn’t seem that out of place. Other sports game could do the same thing with Gatorade having a product placement in football/basketball games and so forth. It would definitely require more work and a better grasp of a developer’s games, but it would make the ads better and more effective.


PR/Marketing/Social Media etc.


One of the biggest downfalls of most game developers is marketing. At this point most of us know we need to do it and we understand how important it is, but we just can’t work up the effort to do it properly. We’d rather just work on our game and tweak it forever. If you’re a genius at marketing or even someone who really understands the complexities of social media, you’re an invaluable person to pretty much every indie game developer. They need someone who knows exactly what to say, which screenshots to use and how to make an amazing trailer. And if you’ve already got a big presence on social media and forums, even better.

This is a highly visible role and you’ll likely attend events in the developer’s stead so you really want to make sure you really love the game because you’ll pretty much be living it 24/7. It doesn’t just stop at tweeting. You’ll be responsible for reaching out to press for reviews/interviews, writing blog posts, creating the newsletter and more. And of course, you’ll want to make sure you have close ties with the development team and know everything that is going on.

Does this sound like a lot? It is! But if you love writing and interacting with the public AND developers then this is the perfect job for you. If you want to find clients, just ask people if they need some help with their social media. Better yet, offer suggestions on how you can improve their engagement rates and increase their followers.




Do you love looking at raw data and turning that into beautiful charts and cohesive reports on what tactic is working and what isn’t? If you said yes then you should offer your services as an analyst. While it might not sound glamorous, like everything else it’s incredibly important for developers. Most understand the basics of analytics: length of play, bounce rate, exit screen and so forth. The problem is that many developers don’t understand what it all means and how to solve these issues. Not only will you pinpoint exactly why players are exiting the game at a specific point, you’ll also provide different options as to how to improve it. From there you’d be setting up A/B testing to see what performs better.

This might be a difficult one to jump into as a freelancer, but it isn’t impossible. You could start a blog analysing various games and looking into what works, what doesn’t, possible exit points and how to solve it. Link to the developers and if they are impressed with your work you can offer your services to analyse their current games in progress for potential issues before it gets published.



You don’t need game industry experience to provide good advice on running a business. If you have experience running your own successful business, why not offer your services to those who are just starting out. Knowledge is invaluable as is advice on how to create a product  people want to buy. While there are plenty of articles on these topics, nothing really beats direct mentorship. Topics of interest for most indie developers is: how to raise money, how to present to an investor, help on creating business plans, marketing strategies, setting up a company, trends, networking opportunities and so forth.

Only become a consultant if you truly believe in the project and want to give them that necessary push forward.


Licensing Expert


Can I put a cover of a popular song in my game without paying a licensing fee? I don’t know how many times I’ve read this on the forums or a Facebook group. A lot of people have no idea about music licensing and how it works. If you do (or are willing to learn) and happen to have some contacts at these studios, you should absolutely offer your expertise and help. Not having the proper licensing for music can lead to huge problems (like being sued) so it’s always best to nip these problems in the bud.

It takes a lot of time and money to get the rights to use a piece of music or snippet of a movie in a different medium. Developers will need to fill out the proper paperwork and ensure they get it to the studios well before the expected launch date. In fact, this is probably the first thing developers should do if they even think about using a popular song. If you want to know more about what needs to be licensed in terms of music check out this link.

Again, this is something many developers don’t even think about. If they do it’s often at the last minute. The best way to get clients is to check forums and pages to see if anyone is asking questions about licensing. Or simply offer your services. It might seem simple to you, but for a lot of developers the process can seem very intimidating.



It might not be glamorous but even indie developers need to do their taxes. Let’s face it, most of us don’t really know all the ins and outs of the personal let alone business taxes. Understanding what can be written off as a business expenses and what forms to fill out can be intimidating. There’s a lot more accountants can do though. They can help indies choose the right structure when forming the company (LLC, S Corp, etc) and also offer tips on where to incorporate. All states have different requirements, rules and payments.

Of course there’s even more you can do. You can help keep track of their expenses, help them build a budget and just make sure everything is in order for the end of the year. You could easily start looking for clients around tax time and then offer your help year round to keep a record of everything. It’ll be one less thing they need to worry about.


QA Tester



This is probably the most popular way for people to get started in the game industry. In essence, you will be playing the game for 8+ hours trying to figure out ways to break the game. You’ll want to make sure you die in different ways (jumping off a ledge, exploding yourself with a grenade, running into water, etc). In every level. You’ll also want to just press a series of buttons together to see if a certain combination creates a bug. It’s a lot of work, but this is one of the few jobs on this list that directly affect the game. QA testers are the unsung heroes of games because they pretty much weed out all the obvious and not so obvious problems. While it’s impossible to catch everything, without good testers games would be even buggier.

Getting a job in QA is definitely competitive and the starting pay is quite low. With that said, you could start off just testing some games for indie developers for free (just ask for credit in the game) and build up your portfolio from there. To be a good QA tester you need to pay attention to everything you do and write it all out. Something like, I died and now my character is stuck in run doesn’t actually help. How did you die? What did you do before you died? Were you facing a particular direction? Were you holding down any buttons? What level? What did you die on? And so forth. You want to be as detailed as possible so programmers can duplicate the problem and so they have a better idea as to what code caused it.

There are dozens of other opportunities out there that I probably haven’t even thought of. The best thing to do is to speak with game developers and ask them what problems and issues they’ve encountered. From there see how you can apply your interests and skills to potentially improve this problem. Or better yet look at game development as a whole and see what you would like to change and do it!


Developer Blog

Goodbye Store Hello Perks! Luminaut Dev Log #17

We've got rotating sawblades!
We’ve got rotating sawblades!

The past 3 months have flown by and we’ve been busy showing off our game at various places like the Playcrafting Expos and, most recently, MAGfest. We even spoke to some college kids at The Wharton School of Business at the Univeristy of Pennsylvania at a Games Industry Panel. All that to say we’ve been super busy and we’re using these events as excuses as to why we haven’t been updating our developer log.

That doesn’t mean we haven’t been hard at work. We received a lot of valuable feedback not only from the gamers but from the judges at MAGFest as well. While it’s always hard to hear the negatives of a game, it really helps us figure out ways we can improve it. It’s also great for bug testing and we found a few new bugs that we’ve been able to quash.

One of the biggest comments we’ve received from judges is the fact that the game doesn’t fully utilize the mechanic of painting. Right now you just match the color to the paint blob to defeat them. Most people wanted to utilize it more so we’ve come up with a couple more mechanics to introduce some more depth to the colors. For example, we’ll have platforms that move across a track and in order to stay on the right track you must hit a switch with the right color otherwise you fall off. We’ve got some other ideas brewing too, but these might be something we add on for later updates.

rough draft of perks
rough draft of perks

The biggest change we’ve made is the move away from a store. Rather than purchase upgrades you now collect paintings to unlock your perks. This means there’s more replay values to levels and lets us go even crazier with our level design. Hidden areas anyone?

So what about those paint tubes you collect then? These will basically tie to your paint meter. The more you collect the higher the meter so you can then pull off paintball attacks and the powerful rainbow attack.

Of course we’ve also gotten rid of some other aspects of the gameplay. There is no longer a dash attack or dive attack. There was just no easy way to bind these to keys and they weren’t really necessary to the gameplay. We’ve also adjusted some of the enemies to ensure players can actually defeat them with the melee attack. The jump sound effect will also change as a lot of people had issues with it. Maybe we’ll stick with a more subtle sound than what we currently have.

Besides that, we’re plugging along. We’ll be looking for some alpha testers probably by the beginning of April. The demo will just be the first two worlds and we’ll want to know your thoughts on the levels, bosses and if you found any bugs. Speaking of bugs, we’ll be writing up an article on proper bug testing procedure soon so stay tuned!


Developer Blog

MAGFest Post Mortem

IMG_2078Phew, it feels like forever since we’ve posted an update. It’s taken us a while to get situated again after the four-day weekend that was MAGfest, but now that we’re finally back in the groove of things we wanted to write up an article on our experience there and what went right and wrong.

What is MAGFest?

If you’re unfamiliar with it, MAGFest is a four day music and gaming festival held in National Harbor, Maryland. The main features are the amazing musicians who literally fly from around the world to play their video game music. The gaming section of it comes in the form of arcade games, board games and indie games. The Painter’s Apprentice was accepted to take part in the MIVS (MagFest Indie Video Game Showcase). We were one of 55 other indie developers chosen to exhibit at the festival, which was super exciting especially since there were thousands of people who attend MAGFest. If you’re an indie developer I highly suggest submitting here. Not only is it FREE to submit but also FREE to exhibit. All you need to worry about are travel expenses and promotional materials.

The Setup


Every developer was given a 10 x 10 space, two tables, two tablecloths and two chairs. After that, it was up to us to decorate and arrange our booth to attract people. We also worked with a Yogibo representative and were able to get two of their bean bag chairs and holder for one of our tablets. I’d say that definitely helped draw a crowd as people were drawn to the comfort of the bean bag. Plus they were kind enough to let us developers use their products for free so long as we had their flyers at our table. It’s a pretty good tradeoff.

There were some pretty amazing setups for the booth and if we were to go again next year, we’d definitely rent a car so we could bring some more items like a projector and screen, a rug, some large screens playing some gameplay videos of the game and some more devices. I think we could have attracted far more people with videos of the gameplay as most people had no idea what kind of game to expect. Once I told them it was a platformer they were much more interested in trying it out. Our banner (printed by Vistaprint) did attract several people so I’m glad I invested the money in it early on.

For the first two days I had a PC which was a huge crowd draw. People would just stand and watch others play so at one point I had a nice little ground set up around the booth. Then my computer died. Needless to say I freaked out. I don’t know if there was anything I could do to have prepared for that. Carrying two laptops would be ideal but I just didn’t have the space (or money). Still, I had my mobile devices and managed to make it through the rest of the festival with those. I have to say though I saw a sharp decline in players once the PC was gone.

My devices included a PC (for two days), a Kindle Fire HDX, LG smartphone and Kindle Fire 7″. If you have an Android game, consider getting a Kindle Fire 7″. It’s $49.99 normally. I was lucky it was on sale for $39.99 and I got and additional $10 off thanks to a one-time deal for signing up for Amazon Now. It doesn’t have the best screen, but it managed to play my game without a hitch.



As someone who worked as a canvasser for almost a year and a bartender for over 5, it has almost become second nature to me to simply call people over to the booth once I established eye contact. This was especially critical for our booth if there was no one there as passersby couldn’t see what the game was all about. Once we had a few people playing on the devices others gravitated to check it out. If all the devices were being used I would hand them a postcard with our information on it.

I’d have to say canvassing people to play my game at a gaming convention is way easier than getting people to fork over their credit cards to donate to Greenpeace. After all, I already know they have an interest in gaming so I don’t really need to come up with crazy lines to get them to stop. There are some tried and true techniques though:

  • Smile
  • Make eye contact
  • Wave them over
  • Speak loud enough for them to hear over the rabble
  • Give a brief overview/elevator pitch of the game

While I didn’t track exactly how many people I had stop by my booth I would say it was anywhere between 300-400 over the four days.

The Swag

At any event you want to have something to give to visitors so they remember your game. I had big plans to have some buttons people could take, but unfortunately I ended up ordering them too late and wasn’t able to get them to MAGFest. With that said, I’d still recommend working with Pure Buttons. It was fairly cheap and the quality was very good. They’re also very responsive and helpful through email. Next time I’ll make sure I order all promo materials at least a month before the event. Luckily, I did have around 200 postcards and business (Vistaprint) from previous expos I had already attended so I didn’t really spend much money at all on swag. By the time Sunday came around all my postcards were gone. Luckily, Sunday was only two hours so I ended up handing out my business card instead. I would love to have more stuff to hand out and I think next time I’ll wear a Painter’s Apprentice shirt.

Mailing List

There are a lot of reasons to exhibit at these conventions, but the biggest one for most developers is to build a community and generate some leads. For me, I really wanted to expand my mailing list. My method might be a bit tricky – I collected emails by saying they were signing up for Alpha testing. While this is true, they’re also going on my mailing list. I had a simple notebook and pen for sign ups, which I’ve found work very well for me. Other developers prefer digital sign-up. It all depends. I was able to collect quite a bit of emails and have increased my subscriber list by 100%!




Besides getting emails, the other great thing about these conventions is the free playtesting! There are literally hundreds of people who played our game, which ended up uncovering several new bugs and inspired some added features to the animation, sound and even gameplay. It was also pretty awesome seeing people honestly enjoy the game. I had one person who played through all of the available levels and another one who was super excited about the collectibles and star system. It justifies all of the time and effort we all spent on the game and really hits home that people will like it.


I ended up not staying at the Gaylord Convention Center simply because it was just too expensive. For the first two days I stayed at a motel in Alexandria, which is only about 5 miles away from the convention center. Of course that mean I needed to use a car service, but Uber and Lyft both cost around $10 one way. Since my hotel was only $74/night that saved me a good $70. Luckily for me, I was able to spend Friday and Saturday at my sister’s place for further savings. Of course, even if I stayed at the motel for the other two days it would have only costed me $288 for the trip.

As for travel, I took the Greyhound down which was surprisingly cheap. At the end of the day my costs were fairly low.

  • Travel – $286.13 (hotel, Uber, Lyft, taxi and Greyhound)
  • Promo Materials – $62.50 (Buttons)
  • Food – $81.42
  • Kindle Fire 7″ – $30.44



In general, I loved being a part of MIVS and had a blast meeting other game developers, gamers and even some press. It also taught me quite a bit about how to set up a booth and what exactly I need to catch people’s attention. Next time I go to another large event like this, I know exactly what I’ll bring. You can see a video of our booth in action below!

Developer Blog

New and Improved UI – Luminaut Dev Log #16

Whew, it’s been awhile since we’ve posted an update. We’ve been busy fixing some bugs, making more and fixing those. We kind of felt like this:

bugs in the codeLuckily, we’ve gotten it down to just a handful now. Most of the AI bugs are fixed (or so we hope) and we’re moving along with level creation. So far we’re halfway done with World 3, which means we’ve only got 57 more levels to make. That certainly sounds like a daunting task but that means if we make a level every day the game will be done in around two months, maybe less depending on how quickly we can work on the weekend.

So you know about our new color picker method we mentioned in our previous post? We’ve upgraded it even further to help streamline the mobile user experience. If you press and hold the color you now perform the paintball attack. See it in action below:paintball gif


We’ve also fully implemented the rainbow attack as well. It’s a lot easier to pull off now that it’s connected with the collected paint tubes instead of uninterrupted attacks. We might need to rebalance later on and we still need to make a couple changes, but here it is now.


Speaking of combo meter, we actually changed it. So instead of filling via continuous attacks on enemies, it fills on how many paint tubes you pick up in the level. This should provide more opportunities to pull off the special moves. You also won’t lose all of the paint tubes either if you’re hurt. Instead, you’ll have a few seconds to collect them and refill.


Last but not least, we’ve added a freakin’ sweet painting function for the tiles and background so now you can literally paint the world! It’s something we’d been thinking about implementing for a while and we finally got it just right.

world painting

We’re pretty psyched about these changes. Besides that, we’re looking into adding some more obstacles and puzzle gameplay elements to keep the game fresh, especially since we’re going to have 72 levels. If you’re interested in helping us out, sign up for our newsletter on the sidebar and we’ll get in touch with you once we start alpha testing. We’re looking for feedback on overall gameplay and user experience. We’re thinking the alpha build will likely be done in a couple months. Are you excited? We sure are. If you want to say hi, we’ve been streaming game development every night these past weeks. Generally we start around 8:30pm ET so tune in to our Luminosity Twitch. You can also get ahold of us via Twitter or Facebook.


Developer Blog

Color Wheel Final Luminaut Dev Log #15

Color Wheel UI Update

Color wheel
Our new color wheel

Phew, after several different iterations of our color wheel, we’ve finally come upon one that we think works very well. In making this change, we have also kinda sorta updated a lot of the UI as well. You might have remembered our last version with little buttons. Now instead of buttons there are color regions you can press. This gives you a much larger region to press for more leeway when you’re pressing colors. I know in the last version I would occasionally press just to the right or left of the button and not pull off the color attack. To make the attacks faster, we’ve also attached the attack to the colors instead of having a separate button for it. This makes the combat a lot faster and also makes it easier to run and attack at the same time, which makes the overall gameplay a lot smoother. Besides this we’re also getting ride of the option to double tap to dash as well as the paintball button. Never fear, they’re not going to be gone forever. Instead we’re adding it as a special move set you can pull off via the color wheel. To do this, you’ll simply hold down a color to fire off the paintball and hold and slide to dash. You can pull off these moves so long as you have enough “combos” in the combo meter. If you run out, you won’t be able to perform them. Our mega rainbow attack will also be tied to the color wheel, but instead you will need to slide over all three colors to pull it off while also having a full combo meter. We are also planning to revamp some of the enemy AI to take these special moves into account. Now with certain enemies you’ll need to pull off these moves before you can do any damage to them. We’re pretty excited about these upgrades and we can’t wait to show you how it will work! Of course, the trick now is to figure out how to make it work on a controller for you PC gamers. Oh, did we not mention we’ll have a PC version  because we will.

Speaking of which, we’re thinking of potentially putting this on Steam Greenlight in the future. While it will have some similarities to the mobile version, we will probably make it a tad harder and longer as we won’t be limited by space. Heck, there might even be some things to collect to unlock more story! At the moment we’re still debating a price point but suffice to say it won’t break the bank.

We’re getting closer to a really fun user experience, or at least so we hope. If you want to sign up as an alpha/beta tester to give us feedback on the overall gameplay design email us at contact [at]

Check out below for the various incarnations of our color picker method:

[slideshow_deploy id=’508′]


Developer Blog

Once Upon a Runner Revisited – Luminaut Dev Log #14

Before The Painter’s Apprentice there was Once Upon a Runner (on Google Play and iTunes). If you’ve followed us for a while you’ll remember our first game featured a feisty fire mage named Ella. She traveled through different fairy tales and met both the heroines and enemies of each story. It was a great first project in that we learned A LOT about improving our team communication and really proved that we could finish a game.

Once Upon a Runner

Updates to Once Upon a Runner

With that said, there are a lot of problems still plaguing the game that we want to fix. Some of the biggest issues the game faces is large file size and poorly written code. We’ve brought on two new programmers to update the game and add in the features we didn’t get around to the first time including achievements, our secret level, objectives for endless mode and connection to leaderboards. Thanks to your feedback, we’re even looking into extending the main story gameplay to give you a longer and more enjoyable experience. We’re also moving over all of our UI and animation to the new system in Unity (we made this pre 4.6), which should make the game run smoother and reduce file size since we won’t be using plugins.

With all of these changes, we’re also looking into ways we can make our monetization strategy better for you. You’ve told us our interstitial videos are disruptive and long. They take you out of the gameplay especially when levels are only about 1 minute long. Instead, we’ve been looking into Appsaholic to add in their Perks system. This way whenever you open the app, complete a level or earn an achievement you can earn a perk. You can then use your perks for real prizes. The best part is you don’t need to view these ads immediately. You can put them off for as long as you want. This means your gameplay is not interrupted by videos or in-game ads. We’re looking into some other options that won’t disrupt the flow of the game for you including Unity Ads. For our in-app purchases, we’re looking to partner with Seeds. I had the opportunity to speak with them at PG Connects back in July and was very impressed with their company. In essence, the company takes the money you spend on IAPs and then microloans them out to entrepreneurs often in developing countries. That means any purchase you make will be directly supporting two businesses – these entrepreneurs and, of course, Luminosity. It’s a great and simple way for you to make a huge difference in someone’s life. Yes, even $0.99 can go a long way in helping these women fund their businesses.

We’ll be making a lot of changes to Once Upon a Runner but they’ll all be upgrades to your overall experience. While we’re not giving out an expected release date for this massive update, you can follow us on Facebook or Twitter for news, screenshots and more. We hope you’ll look forward to this as much as we are!

Developer Blog

The Mover Boss – Character Introduction

Meet the Mover

The Mover

Quick to anger and relentless in his pursuit, the Mover tends to strike fear not only in his enemy, but his allies as well. Beneath his gruff exterior, the Mover is actually soft-hearted and kind. He gets nervous easily around others and covers this up by trying to act “tough.” In fact, he’d rather sit in a flowery field and write poetry. When action calls, however, he dons his tough guy persona and puts his all into the task at hand. He is good friends with the Lil’ Blob, seeing him more as a little brother than anything else.

As the first boss, the Mover doesn’t have any particular tricks or special moves up his sleeve. Instead, he prefers a more direct approach of attack. Using his long arms, he attacks anything that gets close enough and will follow those in his direct line of sight.


Basic Info:

  • 25 HP
  • Damages for 1 HP
  • Drops 15 paint tubes
  • World 1 Boss
Developer Blog

Lil Blob – Character Introduction

Tiny, cute and a bit of a pacifist, the Lil Blob won’t outright attack his enemies. Instead he prefers blocking their path as best as he can if only to slow them down a bit. While he doesn’t fight back if being attacked, he positions himself in places where his enemies might accidentally land or run into him in order to deal damage. Whether this makes him non-aggressive or simply lazy is anyone’s guess. Although he might not be as active as other blobs, Lil Blob is one of the most loyal and a true supporter of the Blob Freedom Front (BFF). He is always ready to jump into the fray and help others when necessary.

Lil Blob Basic Facts

  • lil blobHP – 5
  • Non-attacking
  • Non-moving
  • Comes in three varieties: Red, Yellow and Blue
  • No special move required to damage

As the most basic enemy type, Lil Blob appears from the very beginning and continues to be an enemy throughout the various paintings. Although he isn’t as intimidating as the Giant Blob nor as strong as the Knight Blob, all the paint blobs consider him the mascot of their cause thanks to his unwavering spirit and perseverance in the face of adversity. As the smallest member of the BFF he is often coddled by his peers. He pretends to dislike the special treatment, but in truth he enjoys being the little brother of the group.


Developer Blog

Color Wheel Updated – Luminaut Dev Log #13

The Evolving Color Wheel

color wheel

One of the biggest challenges of The Painter’s Apprentice has been designing the color wheel in a way that is fun, quick and easy with still an element of challenge. We tried a lot of different layouts from a slide out color picker option to tapping a button to cycle through the color wheel. All of them were a bit too clunky and slowed down the gameplay significantly. Whenever we showcased the game, the color wheel was the biggest complaint among all of the players. Finally, we think we’ve come upon a solution. At least for the most basic aspect of the color picker method. As you can see from the image below we’ve reduced the amount of colors to three and always have them available on the screen for players to tap.

new color wheel

If it seems too simple, we’re just getting started. We’re looking at ways to incorporate color mixing for the other three colors or, perhaps, introduce color inspired special moves. We want to add a bit more depth to the game than simply pick the color of the enemy to attack so we’re coming up with some other ways we can have the color interact with the environment and player abilities. If you have suggestions, let us know!

If you’re not a mobile gamer, never fear! We’ve actually implemented controller support now too, which means we’ll definitely be releasing the game for PC. Maybe Steam Greenlight is in our future? If not we don’t get Greenlit we’ll still have a PC version available so stay on the lookout for that announcement. And if you’re looking to beta test it, let us know by emailing contact [at] luminositymobile [dot] com.

Meet Luminosity Mobile

We attend a lot of events so there are plenty of opportunities to meet the people behind the company! If you’re in the DC area, check us out October 3-4 at VGU-Con. Future events will likely include:

Pax South in San Antonio in January

MAGfest in Baltimore in February

Pax East in Boston in March

We also attend a lot of the Playcrafting events in New York City so if check out their page for their event schedule. If you can’t attend any of these events you can always catch us on Twitch at 7pm ET every Saturdays.


Developer Blog

Loading Screen and Luminaut Dev Log #12

Loading Screen

We mentioned it in our previous post when we talked about the Summer Expo, but we’ve finally implemented loading screens! Previously we had no loading screens so when people pressed start on the level select menu it seemed like the game froze. Players would then frantically press the play button in the hopes of getting the level to load. All to no avail. The thing is, it takes the unity engine some time to load the levels because of all the assest like the tiles and enemies. Rather than have people tap the play button futilely, we’ve incorporated a dynamic loading screen. We’ll offer some tips on some of the game mechanics and enemies and the Apprentice performing different animations. It won’t be super complicated since we wanted players to know they were on a loading screen. Even still we want to make sure all of the scenes we have add some kind of value to the players, thus the tips. We’re excited to show it off. You can see an image below.

loading screen


Luminaut Dev Log

Besides the loading screens, we’ve been tweaking the menu system some more and working out the color picker method and button layout so the user experience is as intuitive and flawless as possible. This might mean we need to make some changes to the gameplay if it doesn’t pan out, but we’re still testing a couple things out before we go down that route. We’ve also found out that the Smithsonian Art Museum is hosting an Indie Arcarde in 2016. This will be the third year they highlight indie game developers. Submission is due September 1st so we’ll be working extra hard this month to make sure the build we submit is polished.


Painter Apprentice Landing Page
first draft of the landing page

Which leads me to my next point: websites for our games. We currently only have a simple page dedicated to our games, but in order to attract more people we decided to create a completely separate landing page for both Once Upon a Runner and The Painter’s Apprentice. The layout and design of the site will fit the theme of the games themselves and they’ll be fairly self-contained. We’re looking forward to unveiling this project so keep an eye out in the near future for any news and updates.

Also, if you’re interested in being a beta tester, subscribe to our newsletter! We’ll be sending out a request for testers in the next couple months to people in our mailing list first. This is your opportunity to really affect the outcome of The Painter’s Apprentice. All you need to do is enter in your information in the subscribe box in the sidebar and that’s it! If you’d like to keep up with us on other channels you can follow us on Twitter, Facebook and Twitch.