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Tursiops Truncatus Studios

Dev Blog

Dig deeper into the game development process with our creative team.

Jun 2025: Growing HIgh Scores in Primrows
Jun 2025: Growing HIgh Scores in Primrows
Catherine KimportMay 29, 2025
Mar 2025: Finding the Magic Touch
Mar 2025: Finding the Magic Touch
Catherine KimportMarch 17, 2025
Jan 2025: From Outer Space to Your Backyard
Jan 2025: From Outer Space to Your Backyard
Catherine KimportJanuary 20, 2025
Nov 2024: Introducing Quickplay
Nov 2024: Introducing Quickplay

Our goals for adding a quickplay mode to Primrows

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Catherine KimportNovember 19, 2024
Oct 2024: Designing Primrows for Accessibility
Oct 2024: Designing Primrows for Accessibility
Catherine KimportOctober 11, 2024
Sep 2024: The Flowers of Primrows
Sep 2024: The Flowers of Primrows
Catherine KimportSeptember 25, 2024
Aug 2024: Primrows Behind-The-Scenes, Then vs. Now
Aug 2024: Primrows Behind-The-Scenes, Then vs. Now

Quick overview of the before-and-after art styles from the classic Primrows 2010 to the 2024 reimagining

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Catherine KimportAugust 25, 2024
Retrospective: the Five Separate Games We SHOULD Have Made
Catherine KimportJuly 25, 2023
May 2022: Before The Orchestra Plays Me Off
May 2022: Before The Orchestra Plays Me Off

A round of thanks

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Catherine KimportMay 26, 2022
Apr 2021: GDC Showcase Highlights
Apr 2021: GDC Showcase Highlights

Quick recap of some my favorite talks from March’s GDC Showcase

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Catherine KimportApril 1, 2021
Mar 2021: Coordinated Attacks
Mar 2021: Coordinated Attacks

Some notation tricks for planning multi-part enemies that need to react to a changing battlefield

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Catherine KimportMarch 9, 2021
Feb 2021: The Awkward Human’s Half-Guide to Teamwork
Feb 2021: The Awkward Human’s Half-Guide to Teamwork

On the challenges of being socially awkward and also being the leader of an indie game development team

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Catherine KimportFebruary 11, 2021
Jan 2021: Teaser Commentary
Jan 2021: Teaser Commentary
Catherine KimportJanuary 28, 2021
Dec 2020: Playing to Learn
Dec 2020: Playing to Learn

Our designer Cathy talks about some tips she has for playing games for research purposes. Some Dos and Don’ts she’s listed for herself over the years.

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Catherine KimportDecember 17, 2020
Nov 2020: Going Engineless, Expectations vs. Reality
Nov 2020: Going Engineless, Expectations vs. Reality

We examine how the expectations we had early in development have held up, in hindsight, to the realities of developing a game with a custom engine.

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Catherine KimportNovember 24, 2020
Oct 2020: The Art of the Day We Fought Space, from Vector to Comic
Oct 2020: The Art of the Day We Fought Space, from Vector to Comic

Our artist, Susan, details her process for updating our sprites from the old vector style to the new comic style

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Susan SchafferOctober 29, 2020
Sep 2020: The Art of The Day We Fought Space, From Sketch to Sprite
Sep 2020: The Art of The Day We Fought Space, From Sketch to Sprite

Artist Susan details her process on coming up with and realizing enemy ship sprites

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Susan SchafferSeptember 29, 2020
Summer 2020: Four tips that helped me get back to work
Summer 2020: Four tips that helped me get back to work

Some short tips that have helped me get back to work after falling into an unproductive black hole this summer.

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Catherine KimportAugust 18, 2020
May 2020: On Dragons and Dressmaking
May 2020: On Dragons and Dressmaking

Some short musings on the importance of ‘unrelated’ hobbies

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Catherine KimportMay 26, 2020
Apr 2020: Tactile Development Tools
Apr 2020: Tactile Development Tools

A quick look at some of our lowest-tech, highest-yield design techniques, and a plug for unplugging.

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Catherine KimportApril 20, 2020
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