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Chris DeLeon's Blog   Expert Blogs

 

Hi! I’m Chris DeLeon. My passion is helping more people get into game making. I've been developing videogames as a hobby since 1998, completing an average of 4 freeware projects every year.

Professionally I’ve also done videogame design for Electronic Arts, Will Wright’s Stupid Fun Club, and a Silicon Valley start-up later acquired by PopCap. I was in Forbes 30 Under 30 for my iOS development, including an IndieCade finalist (feelforit) and a top-ranked iPhone game (Topple).

I maintain a blog at HobbyGameDev.com where I write four new blog entries each month to help new developers get started, to help recent developers stay on track, and to help keep experienced developers thinking about their development work in new ways.

 

Expert Blogs

Posted by Chris DeLeon on Sat, 26 Apr 2014 03:58:00 EDT in Design, Programming, Indie
No one expects their first film project to be just like a Hollywood movie, and yet a similar belief is oddly common among people new to making games. Here I make a case for realistic, incremental goals - smaller games - as a path to longer-term success.


Posted by Chris DeLeon on Tue, 11 Mar 2014 02:29:00 EDT in Design, Programming, Console/PC, Indie, Smartphone/Tablet
Too many people get stuck on thinking that they need the right or perfect idea before starting. I'm here to tell you that this is just another excuse. You don't even need any idea at all. I'll explain here how you can (and should) get started without one.


Posted by Chris DeLeon on Wed, 15 Jan 2014 11:58:00 EST in Design, Production, Indie
We often make things harder for ourselves as developers than they need to be. We know what needs to be done, yet somehow keep getting tied up in arguments or details that don't matter! The answer is hard, but not complicated: the answer is doing the work.



Chris DeLeon's Comments

Comment In: [Blog - 01/15/2014 - 11:58]

Redesigning and refactoring is an ...

Redesigning and refactoring is an inherent part of that process and trying to eliminate those eventualities is far less efficient than refactoring later. r n r nRight on. Especially in the domain of videogame development at least at the small/medium scale at which I 've done most of my work ...