Brandon Sheffield's Blog
Brandon is director of Necrosoft Games (follow @necrosoftgames or www.necrosoftgames.com), senior contributing editor to Gamasutra, former editor of Game Developer magazine, and advisor to multiple conferences and competitions, including GDC, CEGC, Digital Dragons, and Sense of Wonder Night at TGS. Currently working on Gunsport (among others) www.gunsport.tv.
Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?
The 90s schoolyard question answered by an informative video - can the Saturn do transparencies? How about its 3D capabilities!?
PlayStation Mobile ends tomorrow. Here are the games to get today.
Pseudo 3D is a bit of a lost art. How do you go about placing assets in a pseudo 3D world in the modern era? This is what we bashed our heads against.
Our new game, Oh, Deer! Alpha, came out during E3. We didn't want to get snowed under, so we took the game To The People and showed it round to folks at E3, without a booth. How did we do!?
A reaction to the pixel artist who is renouncing the form. Pixel art is a tool, it's a technique. Would an artist hang up his brush because people don't like oil paintings?
Brandon Sheffield's Comments
[Blog - 10/05/2015 - 03:57]
[News - 08/28/2015 - 12:25]
Sorry for my late reply ...
Sorry for my late reply This came out while I was at PAX. r n r nI don 't think only younger devs have a chance to succeed, but I do think that with this model it really helps. r n r nSmaller games are definitely good with this model ...
[News - 07/15/2015 - 04:30]
[Blog - 07/14/2015 - 04:25]
That 's correct Not owning ...
That 's correct Not owning a Vita by today means these games will be inaccessible unless each developer decides to port their games.
[Blog - 07/09/2015 - 04:51]
glad you enjoyed it hoping ...
glad you enjoyed it hoping to get our coder to do an in-depth dissection of what he did to make the game run as well as it does, but that likely won 't be for a couple months he 's rather busy
[Blog - 06/23/2015 - 07:33]
Yo Essentially it was the ...
Yo Essentially it was the PlayStation Mobile SDK out of necessity which is based on Monogame, and a lot of C . It 's not easy to port, but not impossible. We 'll be rebuilding it from scratch for future versions, just to not have any dependencies on legacy stuff.