Posted April 20, 2018 05:15:00In the year that we’ve been here, I’ve seen lots of games hit the App Store and Google Play and be great, but I’ve also seen some really bad games that were great on a couple of platforms but just weren’t great on the other.
It’s something I think about constantly, how can I do better?
It’s not something that’s easy.
It takes time and you have to think hard about your strategy.
When I started my indie studio, I’d say we were pretty good on a few platforms.
I think we’re pretty good now.
We just had a really good year with The Witness on iOS and we’ve really hit a new peak for us on the Android side, with our third-party releases.
The Witness is a really exciting game and we are really excited about it.
But we’re not in a position to really talk about the best games on iOS, Android, and PC right now.
There’s a lot of great indie games out there, and I think for the most part, those are really good.
We’ve had some really great experiences with the Switch, too, so it’s a great platform to play those games on.
So I think that the best way to answer the question of, How do I make a game that’s great on multiple devices?
I think it really depends on what kind of platform you’re targeting.
The first question we ask ourselves is, Are you targeting a casual audience?
If that’s the case, that’s really easy.
If that means there’s some level of complexity or complexity that’s hard to get into in the game, we’ll do that.
If it’s an epic-length adventure game, that would require a lot more effort.
That would be a very tough challenge to make.
We do this really well, but we also have a little bit of a creative freedom with our games.
It seems like the people who are really focused on their own games will have the best success, and that’s because they’re not trying to sell a lot to everyone.
When we talk about how do we approach the challenges of cross-platform, we don’t have that choice.
There are lots of people who do really well on iOS.
They’re making games that they really love.
There is an element of creativity and we’re just really focused and focused on making great games.
I guess it’s also something we have to realize, we’re really lucky.
There really isn’t a lot in the way of indie games on consoles that are really well-made, and we really want to be able to make great games on those platforms.
We’re trying to keep that in mind when we are making our games, but that’s something that we are definitely thinking about as we go forward.
The answer is: How do you make it that you can take advantage of all these different platforms?
We’re not just making games for consoles, we are creating games for the PC.
We love the PC, and it’s been a very strong platform for us, but also we love the Switch.
I can say right now that I think our biggest hurdle right now is making a game for the Switch and being able to deliver it.
If we can’t do that, then it will be a real barrier to our success.
But I think one of the things we’re trying not to do is have too many choices on the Switch that are too narrow.
We don’t want to make too many games that are either too complicated or too complicated on the PC and that are just too easy for our PC players.
It has been really hard to make a lot out of a small selection of the Switch games we’ve released, and there’s a reason for that.
So, there’s always going to be a little gap between what we are trying to make and what our PC and Switch players can do.
That’s a huge hurdle.
But at the same time, we want to have as much freedom as we can on how we are delivering our games to the Switch players.
So that’s one of our goals, is to try to keep as much of our creative freedom as possible and focus on the big experiences that we think will make the most impact on the platform that we’re making them on.
We want to do that by having a really solid cross-console experience, but the challenge is that you have two separate experiences for PC and the Switch: The first one is an episodic experience where you play one game in a row and the next game is released in a few months.
The second one is a longer, full-length game.
And that’s where we have a real challenge.
So we are constantly trying to figure out ways to make the games that we can do on both platforms, but at the end of the day, we have one big, huge decision to make: Can we do it on Switch or not?
So we’re always looking to make sure we have great cross