Hi there! I’m Tim Scheiman, a versatile game developer with over 15 years of experience across programming, design, production, and writing. I have a passion for crafting polished games and improving quality of life features that make gameplay smoother and more enjoyable. I enjoy both leading teams and integrating seamlessly into established ones, eager to bring value wherever needed.
I’m passionate about gaming since the 80s, especially space 4x, farm life-sims, strategy, and narrative games. I love designing interactive fiction, working with AI, and building creative projects that combine technology and storytelling. When I’m not working, you might find me diving into puzzles, exploring mythology, or practicing Zen Buddhism.
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The Witch’s Prison was the first title, followed by a sequel The Turning Thorn.
Casual Puzzle Adventure games for PC, Mac, iOS, Android – Lovecraftian horror in theme, but with a snarky and humorous protagonist! These games were focused on story, narrative, and writing. Went to #1 top grossing app on the iOS app store, #1 on Bigfish Games top 10 listings, and won their Audience Choice Award.
The first game established what almost amounted to a new genre for an audience of players awash in “Hidden Object Games”. We had no such scenes, full of nonsense piles of garbage that wouldn’t ever be found there, in a real story. No antique bugles on the beach. No singular playing cards scattered around in a cave. No bird in a cage in the locker room of a football stadium. We served up puzzle adventure purely, with everything making a bit more sense. There were a lot of puzzles that might not have really been realistic though…
Our protagonist was full of her own thoughts about tha and everything else. In games we call them, “barks” – but anything you clicked on would conjuire up a line of text from her. And then another. Two was the core minimum lines for ANY visible “thing” on the screen. And again for using any item from the inventory on any of them. And again for using inventory items on other inventory items. The game was well-loved for some of the snarky lines you would get from her. Snarky and realistic, sometimes hilarious. If you try to use a lightning bug in a jar on the gravestones, you deserve to be rewarded, though that is the wrong place for it.
Game 1 had 88,000-ish words in total, and was translated to German, French, and Japanese, and went to retail in the UK and later the US.
Game 2 they asked us to not do that again, and we ended up with ~120k words. So… it was not translated a all because it was too much to pay the translators for. The localization editor was enthralled and loved us though.
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