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Their work is known for rich worlds, storytelling, and well-crafted gameplay. Blendo Games was founded in 2010 and is located in Los Angeles, and has developed for PC, Mac, and Linux.
Blendo titles have won awards, including the IGF Seumas McNally Grand Prize, the IGF Excellence in Design, and the IndieCade Grand Jury, and have been shown in New York's Museum of the Moving Image and Seattle's Museum of Pop Culture.
I've given various talks at the Game Developers Conference and panel talks at IndieCade, TwitchCon, LudoNarraCon, and more. Prior to founding Blendo Games, I was a level designer at Pandemic Studios.
I'm also one of the co-founders of Los Angeles art collective Glitch City.
Grand PrizeHonorable Mention 2013
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Blendo Games
Blendo Games is an award-winning independent games company run by Brendon Chung. Brendon has been making games since the ancient before-times, for 20+ years.Their work is known for rich worlds, storytelling, and well-crafted gameplay. Blendo Games was founded in 2010 and is located in Los Angeles, and has developed for PC, Mac, and Linux.
History
Hi, I'm Brendon Chung. I founded Blendo Games and I make video games. I'm a game designer, artist, and programmer.Blendo titles have won awards, including the IGF Seumas McNally Grand Prize, the IGF Excellence in Design, and the IndieCade Grand Jury, and have been shown in New York's Museum of the Moving Image and Seattle's Museum of Pop Culture.
I've given various talks at the Game Developers Conference and panel talks at IndieCade, TwitchCon, LudoNarraCon, and more. Prior to founding Blendo Games, I was a level designer at Pandemic Studios.
I'm also one of the co-founders of Los Angeles art collective Glitch City.
All the Work I've Done
Click here to view list of all works.Contact Information
Awards & Accolades
Independent Games Festival
Quadrilateral Cowboy
Seumas McNally Grand Prize Winner 2017
Independent Games Festival
Quadrilateral Cowboy
Excellence in DesignWinner 2017
Independent Games Festival
Quadrilateral Cowboy
Excellence in NarrativeHonorable Mention 2014
South by Southwest
Quadrilateral Cowboy
Gamer's Voice awardNominee 2014
Indiecade
Quadrilateral Cowboy
Grand Jury awardWINNER 2013
Indiecade East
Thirty Flights of Loving
Featured Game2013
Independent Games Festival
Thirty Flights of Loving
Nuovo AwardHonorable Mention 2013
Independent Games Festival
Thirty Flights of Loving
Seumas McNallyGrand PrizeHonorable Mention 2013
Indie Game Challenge
Atom Zombie Smasher
Finalist2012
Independent Games Festival
Thirty Flights of Loving
Excellence in Narrativenominee 2013
Independent Games Festival
Atom Zombie Smasher
Excellence in Designnominee 2012
Penny Arcade Expo
Atom Zombie Smasher
PAX 10 selection2011
Independent Games Festival
Flotilla
Excellence in Designhonorable mention 2011
Independent Games Festival
Flotilla
Excellence in Visual Arthonorable mention 2011
Independent Games Festival
Flotilla
Vision Awardnominee 2011
Q & A
May I monetize a video of a Blendo game?
Yes.
Blendo Games permits monetization of productions such as review videos or "Let's Play" videos whereby a production site (e.g. YouTube, Twitch.tv) may pay you for views.
How do I get started making games?
Pick a toolset (Twine, Processing, Unity, Unreal, Bitsy, Godot, etc.) and start making something.
Is there an optimal toolset for you to use? There probably is! But I think your time is better spent actually making something rather than thinking about which toolset is best.
Some further thoughts here.
I have no idea how to make a game but want to make one.
If you're interested in getting your feet wet in making games, I recommend checking out Bitsy and/or Twine. They're both very flexible and you can get up and running in less than a day.
How did you get started in game development?
When I was a kid, I made maps for Doom II. This led to making mods for Quake II, Half-life, and Duke Nukem 3D. And that led to more maps, more design, more art, and learning to code. Some of these projects can be found here.
Basically, if a game supported player-made modifications, I'd try my hand at it.
I definitely didn't do it by myself -- I was very lucky to grow up with supportive family and friends. There are some things in life we don't have control over, and I'm very fortunate to have the life I've had.
What production methods do you use?
I use bastardized versions of the Kanban board and Pomodoro technique.
How many people are in Blendo Games?
I (Brendon) do design, art, programming, and the business stuff. However, this is not a strictly solo operation! I've been very lucky to collaborate with a lot of great folks:
- For Flotilla 2, a handful of incredible local Los Angeles developers created the game's level designs: Aquma, Valerie Lin, ATL3Y, and Evan Hemsley.
- I'm very fortunate to have music from talented musicians, including Benny Hammond (Atom Zombie Smasher, Air Forte) and Chris Remo (Thirty Flights of Loving).
- On Quadrilateral Cowboy, I collaborated on its design with Tynan Wales for several months. Aaron Melcher ported Quadrilateral Cowboy to Mac and Linux, and Ethan Lee ported the digital art book program.
- Air Forte was ported to Mac by Quinn Dunki.
- Ethan Lee ported Flotilla and Atom Zombie Smasher and Thirty Flights of Loving to Mac/Linux.
- Skin Deep was a collaborative team effort of amazing folks listed here.
- And I owe a huge thanks to all my friends and family for playtesting my work and being there for me.
Why do you sometimes use older engine tech for your games?
I enjoy using the idTech engines for various reasons, including:
- They're free!
- I've been working with idTech engines for...20+ years?
- I like their laser-focus on making first-person games.
- As a result of that, I like how tight the code is.
- It gives me peace of mind to have 100% control of the tech.
What did you study in university?
I was a film student.
Do you have any game development tips?
Drink a lot of water, get plenty of sleep, and learn how to get along with others.
Do you have any book recommendations for game developers?
Here are some books/articles that resonated with me:
- Donald Norman's The Design of Everyday Things was a big influence on me.
- The Door Problem (by Liz England) is an incredible glimpse into game design.
- Scott McCloud's Understanding Comics is a wonderful resource.
- I revisit The Best Icon is a Text Label several times every year.
- Tom Francis' Failure Spectrum is such a great writeup.
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Blendo Games LLC.







