I am an independent game developer. I develop games under the name Max Did It, where I attempt to combine my enthusiasm and talent for
and to implement my own ideas for fun and original games.
My goal is to get more practical experience in each of these fields. Ultimately, I want to learn more about how to merge them to video games that others, and myself, enjoy playing.
I did successfully start my career in the video game industry by studying game design at the Mediadesign Hochschule in Berlin and received my bachelor’s degree in 2009.
After a short stint as a graphics artist at trade-a-game (today reBuy), I started to work at binary madness. I was one of the founding members and worked there as a game designer and programmer. The concepts and prototypes I have helped to create at binary madness have been pitched to high-profile companies like Capcom, Konami and Namco Bandai.
After almost three years at binary madness, I moved from Berlin to Hamburg in 2011 to work at Bigpoint, one of the most important browser game developers world wide. There, I have further honed my skills as a developer, this time specifically for the Flash/Flex platform, researching and experimenting with current technologies and providing support to the in-house game teams.
How to render an X-ray effect for occluded objects in Flash graphics engine Away3D. I show an elegant way of implementing this as an effect method for multi pass materials.
A look at what options you have for rendering characters and texts in Actionscript projects using Stage3D and introducing a library which lets you render hardware accelerated texts in Flash.
This is a common, but neat trick to display concealed objects in 3D games. The article also looks into how this technique can be implementented for 3D Flash games with Away3D.
When is it a good idea to follow through with a game design idea, and when should you acknowledge that a feature is not working the way you had hoped?
Employing useful metrics like heat maps can really make a huge difference when creating good level design. I have learned that some features can only be implemented in a meaningful way once you are able to visualize how people play your game.
[Blog - 03/04/2013 - 01:52]
[Blog - 02/14/2013 - 07:43]
Good point r n r ...
Good point r n r nJosiah has made an interesting suggestion below: I guess the next step of this visualization feature would be to highlight the fastest laps.