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A developer and publisher working near Chicago, Illinois. My games include Star Explorers, Anomalies, Rocket Blasters and Paradox Vector. Don't be fooled by the fancy title, Schmidt Workshops is a one man outfit.

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Morals, Ethics and Spirituality in Video Games

Morals, Ethics and Spirituality in Video Games

Islands of the Caliph 4 comments

A personal exploration of morals, ethics and spiritual traditions in the context of video games.

Islands of the Caliph

Islands of the Caliph

Islands of the Caliph

Islands of the Caliph is a new game that is inspired by old RPGs from the 1980s, which draws from Middle Eastern folklore and religion.

A Potentially Premature Post Mortem for Paradox Vector

A Potentially Premature Post Mortem for Paradox Vector

News 5 comments

This is a detailed account describing the development, marketing and release of the game Paradox Vector. Includes some information about wishlists and...

Help! My Game Only Runs on Nvidia GPUs.

Help! My Game Only Runs on Nvidia GPUs.

Paradox Vector 9 comments

In this brief article, I discuss some of the differences in Paradox Vector's performance based on the type of graphics card being used.

7 Things You Didn't Know about Paradox Vector

7 Things You Didn't Know about Paradox Vector

Paradox Vector

After over a year and a half of development, Paradox Vector has gone from early access to Version 1.0. Paradox Vector is Schmidt Workshops' fourth commercial...

How is this Game Rendered?

How is this Game Rendered?

Paradox Vector 4 comments

I wanted to experiment with a different approach to rendering a 3D level. Here is the result...

Anomalies - Options Menu Demo

Anomalies - Options Menu Demo

Anomalies Other 1 comment

In this tutorial, I discuss the basic features of the Options Menu in Anomalies.

Anomalies - Procedural Music Demo

Anomalies - Procedural Music Demo

Anomalies Music

This tutorial covers how to influence the sounds and music in Anomalies through the various parameters. The parameters in Anomalies are all describing...

Paradox Vector - The Story Behind the Game

Paradox Vector - The Story Behind the Game

Paradox Vector

A summary of how Paradox Vector came into being, what the game is like now, and how it will be developed further.

Making a Modern Vector Graphics Game (Updated)

Making a Modern Vector Graphics Game (Updated)

Paradox Vector Design/Concepts 7 comments

This updated article, which now includes Unity C# script, will help game developers imagine a new retrograde trend in game graphics, inspired by the vector...

Vector Graphics - The New Retro

Vector Graphics - The New Retro

Paradox Vector

Vector Graphics are a style that came and went in the early 1980's. The trend of retro-ing game styles and genres demands that this graphic technique...

Feedback Request - Paradox Vector Update 0.7.1

Feedback Request - Paradox Vector Update 0.7.1

Paradox Vector

Play Testers Wanted ... Paradox Vector has been updated to version 0.7.1!

How I Increased my Game's Sales on Steam

How I Increased my Game's Sales on Steam

Star Explorers PR 6 comments

It might be too early to say, but I think I have successfully increased my game's selling plateau on Steam.

Why you can't buy my game on Steam anymore

Why you can't buy my game on Steam anymore

Star Explorers 7 comments

My game Star Explorers can no longer be purchased on Steam! Here's why... UPDATE: Problem has been fixed!

The Big Idea: Guidelines on How to Complete an Ambitious Project

The Big Idea: Guidelines on How to Complete an Ambitious Project

Other Tutorial 4 comments

Conventional wisdom states that solo developers should not make big games. Leave that for the more experienced teams ... I say no. Here are some guidelines...

An Open Galaxy Time Travel Simulation

An Open Galaxy Time Travel Simulation

Star Explorers

It would be possible to add a time travel mechanism to my open galaxy exploration game Star Explorers. This would, to my knowledge, be the first "Open...

The Time I Almost Invented No Man's Sky

The Time I Almost Invented No Man's Sky

Star Explorers 4 comments

I came up with a game a lot like No Man's Sky, well before I knew about that game. Here's how it happened, and what I learned from the experience.