Hi, I'm David Pittman. I do a lot of things, but mostly, I make games.
I am one half of Minor Key Games with my twin brother J. Kyle Pittman.
I am currently developing Slayer Shock, a role-playing shooter about hunting vampires in Nebraska.
In 2015, I released a political thriller stealth game called NEON STRUCT.
In 2013, I made a Lovecraftian action roguelike called Eldritch.
I gave a talk at GDC 2015 about Eldritch's procedural level generation, as part of the "Level Design in a Day" sessions. The slides for that are available in PDF and PPTX formats.
I previously worked with the fine people at 2K Marin, programming AI for games like BioShock 2 and The Bureau: XCOM Declassified.
Before that, I worked briefly at Stormfront Studios and Gearbox Software, contributing in small ways to The Spiderwick Chronicles and Brothers in Arms: Hell's Highway respectively.
In addition to my work on commercial games, I have developed and released a number of smaller games for free, often as part of game jams or competitions:
Where's Tango?: A classy game of deduction, voyeurism, and murder!
Davy Dreams of Flying: Game poem about childhood dreams
Second Order: Infinite procedural action roguelike
TKtics: 2-player hotseat turn-based strategy game
Guitarguy Rocks Out: Retro platformer with a musical twist
Cockpit Crash 1984: Simple tank game with "vextor" graphics
Strange Visit: Atmospheric first-person walker
I attended UNL and SMU Guildhall, and wrote my Master's thesis on Goal-Oriented Action Planning.
I may someday write some words on this blog.
You can follow me on Twitter.
Indie game developer David Pittman examines the structure of professional wrestling storylines, learns how to adapt them to his vampire FPS game, and draws parallels between the wrestling and games industries.
The author recalls how the BASIC language introduced him to computer programming and shaped his game development career.
Eldritch developer and Minor Key Games co-founder David Pittman shares an honest and transparent look at the creation of Eldritch and the figures from its first three months on sale.
In this article, I examine the meaning of the word "immersion" as a descriptor for video games and defend its use despite its overloading as a buzzword.
[News - 04/28/2014 - 03:13]
I got my start on ...
I got my start on GW-BASIC, required line numbers and all, mostly by copying program listings out of a children 's science magazine 3-2-1 Contact . r n r nQBASIC was my stomping ground for years. At the time, I couldn 't really appreciate the sophistication of its IDE, debugger, ...
[Blog - 01/03/2014 - 11:18]
[Blog - 10/23/2013 - 06:16]
I believe games on Greenlight ...
I believe games on Greenlight are ranked according to their total number of Yes votes only. So there 's not a huge difference between voting No, voting Ask Me Again Later, or simply leaving the page.
[Blog - 05/17/2013 - 12:06]
Great point. I question whether ...
Great point. I question whether a compelling sense of place as established by cohesive art direction, audio, narrative, etc. is enough to immerse a player, but it is a big part of the complete experience and certainly helps support immersion. r n r nAnd it still doesn 't need to ...