# scarecrowarts.com > AI-optimized mirror of scarecrowarts.com containing 25 pages totalling 8,468 words of clean markdown content, structured data, and semantic HTML. Original source: https://scarecrowarts.com/. Last updated: 2026-06-15T08:53:32.994Z. Each page is available as HTML (with JSON-LD structured data) and Markdown (text-only, ideal for LLMs and RAG). ## Homepage - ["we're out-standing in our field"](/content/site-root.html): Scarecrow Arts is an indie game studio developing for Steam, Xbox, Playstation, and Nintendo as well as developing motion graphic assets and custom after effects scripts., Scarecrow Arts is an indie game studio developing for Steam, Xbox, Playstation, and Nintendo as well as developing motion graphic assets and custom after effects scripts. (43 words) ## Articles & Blog Posts - [dev-talks/approaching-a-publisher-pax-east-2019/index.html](/content/dev-talks/approaching-a-publisher-pax-east-2019/index.html) (1 words) - [dev-talks/australian-grants-for-game-devs-pax-east-2019/index.html](/content/dev-talks/australian-grants-for-game-devs-pax-east-2019/index.html) (1 words) - [dev-talks/index.html](/content/dev-talks/index.html) (1 words) - [SassySpaceDoctor — Scarecrow Arts](/content/thedoctorslair/index.html) (133 words) - [Showcasing w/Playcrafting](/content/dev-talks/showcasing-wplaycrafting-pax-east-2018/index.html): Talking with Eddy Walda was a pleasant surprise. I was on my way to meet and exhibitor I talked to on Friday about doing an interview at the Playcrafting booth and on Sunday I ended up with an entirely different person and game. THat’s partially the beauty of Playcrafting, one of the many cheaper al, (571 words) - [Solo Developer at the Con](/content/dev-talks/solo-dev-at-the-con-pax-east-2019/index.html) (97 words) - [When to Get a Booth](/content/dev-talks/when-to-get-a-booth-pax-east-2018/index.html): Momin “Nine-words” Khan from Root 76 games joins me for some meaningful discussion. I actually met Momin a few months prior at MAGfest and played his game Clash Cup Turbo(which I was actually already on the mailing list for during Alpha) and attended an interesting panel he did on the importance of , (391 words) - [Pacing Your Dev Cycle](/content/dev-talks/pacing-your-dev-cycle-pax-east-2018/index.html): Have you heard of Tribute Games? Maybe not, but you have to have seen their games; most notably Flinthook! I love this game, there’s something about killing enemies without touching the ground that makes me feel like an extra-special Spider-man. Also interestingly enough they use the same method of , (489 words) - [Multi-Platform Releases](/content/dev-talks/multi-platform-releases-pax-east-2018/index.html): Joe Russ is part of one of those utterly amazing teams that pump out incredibly polished games. He is very skilled in his craft(and fluent in after effects puppet animation, a favorite program of ours too) and so is his partner in crime. Speaking of crime I want to introduce you to Jenny LeClue, an , (565 words) - [Getting Started With VR](/content/dev-talks/getting-started-with-vr-pax-east-2018/index.html): Jose Zambrano pulled me in across the expo hall on charisma alone. We’ve got another studio showcasing their first game and this time it’s… Stuido Studios. Come on guys, you gotta keep your SEO in mind! Let’s take a moment away from the do’s and don’ts of showcasing at PAX East. Let’s take a moment , (418 words) - [We are **SCARECROW ARTS**](/content/about/index.html) (152 words) - [Developing in Australia](/content/dev-talks/developing-in-australia/index.html): The Shy Kids Club is a wonderful little husband and wife dev team based in Australia working on a fun co-op side-scroller for the Nintendo Switch. They’re also hosts for the global game jam down under and have experience running somewhat big events as well as attending them overseas. Talking with Cr, (493 words) - [Garnering the Attention of Gamers at a Con](/content/dev-talks/garnering-attention-from-gamers-pax-east-2019/index.html): This time on Dev Talks I got to meet a duo team of devs, Sebastian Nigro and Chris “Topher” Anselmo, who our own programmer Anton had worked with on the Xbox One port of their previous game Don’t Sink. Recently they worked on a Switch port of that same game in order to gain access to the platform th, (509 words) - [Developing Across the Globe](/content/dev-talks/developing-across-the-globe-pax-east-2018/index.html): We’re on the final video/article from PAX East 2018. How exciting! I’m kidding, it’s time to crack my knuckles, slink back into my chair, and put on a GearVR headset to play some more of Lila’s Tale. Rafael Ferrari(holy shit, really? That’s his last name.) is a member of Skullfish Studios, and ther, (489 words) - [College Grants and Student Developers](/content/dev-talks/college-grants-and-student-developers-pax-east-2019.html): Ben Spurr and Andre Edgarian are recent graduates at Drexel University with the rest of their small team at Split Side Games. They came out to PAX East with a couple goals in mind and a positive attitude(a pleasure to chat with across the 4 days): acquire a fanbase, promote the Kickstarter, and sn, (637 words) - [Open Source, Licensed Music and Rejection](/content/dev-talks/open-source-licensed-music-and-rejection-pax-east-2019.html): For our second Dev Talk of PAX East 2019 I got the chance to meet/talk to David from Headbang Club. We’ve actually talked before through a private discussion bored for Nintendo Switch devs utilizing OpenFL so it was nice to meet the man in person and talk about his team’s ****ing great idea of a gam, (553 words) - [Avoiding Early Access](/content/dev-talks/avoiding-early-access-pax-east-2019/index.html): Charles Dufour was our first guest for Dev Talks at PAX East 2019(please give us media badges, we love doing this and could achieve so many more interviews in the span of the con). If you don’t know how Dev Talks works, because you’re a new viewer or other reasons, we spend some time talking with va, (531 words) - [Pricing Against the Competition](/content/dev-talks/pricing-against-the-competition-pax-east-2019/index.html): Squidly and myself found a bit of a kinship online through Newgrounds. This was actually the first time we scheduled an interview before the con even began; usually I take the first day of PAX East to tour the exhibition hall, meet with devs, learn about their game and talk about follow up times I c, (476 words) - [Pricing a Multi player Only Game](/content/dev-talks/pricing-a-multi-player-only-game-pax-east-2019/index.html): Liam Fratturo and I had a few things to discuss at the Dangen Entertainment booth. Like Squidly an I we met through a private OpenFL forum for Haxe developers crating Nintendo Switch ports for their games. Liam’s been working on his game with a couple of other devs right out of college(same as me), , (351 words) - [Dev Talks](/content/dev-talks/category/dev-talks/index.html) (2 words) - [Acquiring Sponserships](/content/dev-talks/acquiring-sponserships-pax-east-2019/index.html) (35 words) - [Pricing Games is a Group Effort](/content/dev-talks/pricing-games-is-a-group-effort-pax-east-2019/index.html): I had a great time meeting Terry, it was exciting to see such a notable dev on my games radar and have a chance to talk to him; which is partly what led to an awkward start of an interview. At first we talked about what it’s like to go from solo dev to a big group project and pricing the game accord, (257 words) - ["we're out-standing in our field"](/content/main/index.html): Scarecrow Arts is an indie game studio developing for Steam, Xbox, Playstation, and Nintendo as well as developing motion graphic assets and custom after effects scripts., Scarecrow Arts is an indie game studio developing for Steam, Xbox, Playstation, and Nintendo as well as developing motion graphic assets and custom after effects scripts. (18 words) - [sitemap-xml.html](/content/sitemap-xml.html) (1,255 words) ## Resources - [Full Page Index](/index.html): Browse all cached pages with rich metadata - [About This Cache](/content/about.html): Methodology, technical details, and usage guidelines - [XML Sitemap](/sitemap.xml): Machine-readable sitemap for crawler discovery - [Robots.txt](/robots.txt): Crawler directives