Borut Pfeifer's Blog
I’m an independent/freelance game developer. I most recently collaborated with 17-BIT on Skulls of the Shogun (now available on Steam). I’ve worked at EA, Sony Online Entertainment, Radical, and before that my own start-up (White Knuckle Games). I’ve taught in the Vancouver Film School’s Game Design program. I’ve written articles for the Game Programming Gems series, Gamasutra, and more.
I also blog at the Plush Apocalypse.
Continuing my series on production processes for making simulation-driven games, this post looks at best practices for design tools.
This series delves into production processes for building simulation-driven games. This post details the "first playable" milestone, composed not of 2-3 minutes of high fidelity gameplay, but a connected simulation.
This is the third part of a series on production practices for building simulation driven games, looking at the do's & don't for building isolated prototypes during the concept phase.
Second in a series looking at production methodologies for building simulation-driven games, this post looks at the requirements of the concept development stage.
In all production analyses of game development, none really address the difficult problems of building a simulation-heavy game in a non-insane way. The first part of a series looks at a high level overview of why common production practices don't work.
In which I rundown all the current trends claiming to individually revolutionize the industry, and predict the death of Facebook games (kinda). How can an indie dev navigate these chaotic trends in order to pick a platform strategy?
Borut Pfeifer's Comments
[Blog - 06/03/2015 - 02:15]
In case you 're not ...
In case you 're not paying attention Mikhail, being an engineer but having people like yourself constantly assume she 's not technical would be one of the ways in which one would feel excluded. Either that or please restrict yourself to commenting on things you 've actually read for the ...
[Blog - 08/30/2013 - 02:22]
Oh, wow, yeah, I had ...
Oh, wow, yeah, I had not seen that before. r n r nFor everybody else, here 's an article on Machinations - it 's a tool to prototype game systems: http://www.gamasutra.com/view/feature/176033/
[Blog - 08/13/2013 - 04:50]
That 's a great point ...
That 's a great point Michael - I was sort of operating under a you know it when you see it approach, but there 's definitely other examples, like the Thief series, or even most open world games which we don 't often think of as sim games but whose ...
[News - 06/20/2013 - 04:26]
Oh yeah, I mean there ...
Oh yeah, I mean there were benefits to it but that really requires going into fine contractual detail, which I 'm still trying to avoid. r n r nWe also saw it as the death of GFWL, which we were happy to be at least one small nail in that ...
[Feature - 02/01/2013 - 04:40]
Yeah, like Hakim implies the ...
Yeah, like Hakim implies the lack of a grid wasn 't actually used to any meaningful strategic effect in Phantom Brave or not nearly as much strategic effect . It was primarily visual, and while it may have helped movement a little, the cumbersome genre standard menus didn 't do ...
[Feature - 10/06/2011 - 04:00]
A couple favs of mine: ...
A couple favs of mine: Weeble physics - cartoony physics simulation code that prevents characters from tipping over. Throbbing box technology - the code that makes interactable objects gleam periodically in FPS or other style gmes