Taro Omiya is an all-in-one talent: community organizer, game developer, and game designer. On work hours, he is the co-founder and executive director of the Tech Valley Game Space, one of the largest non-profit game development community in the Capital Region of New York. He leads, educates, mentors, and conduct events ranging from networking events with professionals to game jams and lessons. On weekends, he’s the sole developer who founded Omiya Games, an experimental indie studio that creates award-winning game jam games, including first-place winner of Ludum Dare 37’s innovation category, The Recursive Dollhouse and first-place overall winner of Bacon Game Jam, Suddenly, Thousands. His tools-of-choice are Unity, C#, and bits of Godot 3, Photoshop, and Blender. His game jam projects are often open-source projects; his repositories can be found on his BitBucket and GitHub page.
Those keen-eyed followers of Not a Clone may have noticed that a new build has been released for both the iOS and Android full-releases, as well as the...
Time for some bit of transparency. We released our game, Not a Clone last Thursday, but that journey wasn't without some bumps. As you would expect from...
Hey, everyone. Have a short update today. At the start of last week, we've submitted the latest -- and we hoped, last -- beta builds to our Beta testers...
Another week, another update, and this is probably the most exciting yet! First, we have a new trailer, edited by Astra Wijaya. Notice something at the...
What's this? A new Not a Clone update! That's right, we're still alive and kicking! Much of our work this month has been about preparing admin-related...
Hello, everyone! Back again with a new update! A new demo version, version 1.4.0, was just released, with one new feature: quicker transitions. Once the...
Apologize for the silent treatment these last two weeks. As some of you may have noticed, last week, we've updated the demo with some new changes!
We have a short update for Not a Clone this weekend. Since last weekend, we've started working on implementing suggestions and fixing bugs reported by...
Some of you may have noticed that a new version of Not a Clone Demo has been released. This is quite a rapid turnout compared to the last release, which...
A quick update on Not a Clone: as many of you may have noticed, a few days ago, we've update the demo build to a new version 1.1. The changes are fairly...
Happy Fourth of July weekend! This week, we’ve been gearing up to send out a private beta build next week. As many of you may know, beta testing is...
We’re rapidly approaching completion with Not a Clone! At this point, almost all of the major features are implemented, and we are making some small...
Our latest Not a Clone updates are general User Interface (UI) polishes, in preparation for the looming release. As those who played our free demo will...
After a ton of updates and teasing, we’re proud to announce that the demo version for Not a Clone is out right now! You can find our free demo (for...
While we had to skip the update last week due to some life-related reasons, we’re back with some new information about Not a Clone! First, the great...
Up until now, we've been silently updating our Ludum Dare 35 game, originally titled Hidden in Plain Sight, to Through Oneself. The title change was due...
Last weekend, we attended the Ludum Dare 35 and releases a new PC/Mac/Linux game during the game jam! We will be busy handling Ludum Dare-related business...
As hinted in our last post, we’ve finally updated our old Gem Ninja microgame — which used placeholder assets — to Bomb Ninja and Bun Ninja. Some...
This week’s Not a Clone update is by Astra Wijaya, who put these beautiful spritesheets together for the next pair of microgames. We’ll be implementing...
Many of us are recovering from the exhausting trip at the Game Developers Conference (GDC), so this week’s update is a small work-in-progress idea we’ve...
Last week, we shown a sketch of a few clicker microgames. We just finished integrating them into the game, and they’ll take the place of Box Clicker...
Hello, everyone! We're back from MAGFest 2016! The reception has been incredible, and we want to thank everyone who visited and played our game. As it...
In preparation for MAGFest, wonderful artist Astra Wijaya put together some amazing stickers, pins and cards for our booth. We've also decided on a tentative...
After a messy game jam and the relaxing holidays, we’re back and working hard to make Not a Clonethe best mobile game about mobile games. There has...
Yup, we finally have something new to show off since the brainstorming sketches nearly three weeks ago. The graphics in the clones formerly known as Not...
Now that we have the menus finished and cleaned up to a glorious degree, we’re quickly shifting to the minigames in Not a Clone next. We have a few...
This week, I have two updates to make about Prototype: Murakami.
Lots of progress has been made in making the single most important thing about this game: blood
We’ve now got a set of actions and animations to show the player is hurt, as well as adding particle effects for the enemy dying
Suddenly, Thousands have a received a minor update based on feedbacks
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