Hey, I’m Jabari.
Software engineer by day, game-design addict since age 10. I started by tearing apart Risk and Monopoly to build poster-board mashups (sorry, Mom).
Then came a lot of gaming:
- Starting off: TI-99/4A (16K RAM!). Tons of games, plus Extended BASIC with system-controlled sprites — my first “game engine.”
- Strategy of all kinds: Dune 2, Alpha Centauri, Master of Magic, Netstorm (underrated gem), Starcraft, MoO2, Civ IV;
- Board & Card: Chess, Backgammon, Poker, Catan, endless Magic drafts, Hearthstone;
- RPGs: Ultima I-IV, Bard’s Tale I-III, Final Fantasy I-XII, Diablo 2, far too many WoW raids.;
- Shooters: Not many - Doom2, Unreal, Quake 2, UT, Half-Life.
Then the realization that what I really love is building systems that challenge people to think. So now I’m making my own!
Why Angry Turtle Studios?
The name comes from a fearless little turtle who swam around a pond smacking bigger turtles with its flipper.
Ridiculous, Confident, Strategic - a perfect mascot.
I try to make games with the same energy.
Design Philosophy
“A game is a series of interesting decisions.” – Sid Meier
Dave Sirlin’s Balancing Multiplayer Games is also foundational.
My goals are simple:
- Reward the 100th game, not just the first
- No pay-to-win, ever
- Perfect information, imperfect information, and controlled randomness all have a seat at the table
What I’m Building Next
- Fantasy RPG Deckbuilder — Mix class talent trees freely, build your own hybrid
- Games for Kids — Educational systems that grow with the player
- More PBEMGS Titles — Asynchronous strategy via email — Catan-with-armies, subatomic skirmishes, and more
Tools of the Trade
- Graphic Design: GIMP, MS Paint (yes really), generative art;
- Prototypes: Posterboard, checkers/dice/pawns as units;
- Code: A mostly Java software stack
- Design: An unreasonable amount of Excel - the real game engine.
The Original Angry Turtle
