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November 21, 2009
 
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November 21, 2009
 
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November 21, 2009
 
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Blogs

Mick West's Blog

I've been in the games industry for 20 years, since the days of the Commodore Amiga. My first commercial games were written in 68000 assembly. In 1994 I co-founded Neversoft Entertainment, where I worked as Technical Director for nearly ten years. Amongst other things, I worked on the player control for the Tony Hawk series of games. Since leaving Neversoft, I've done various freelance and consulting work, and for two years wrote the monthly "Inner Product" column for Game Developer magazine, many of those articles have been re-published by Gamasutra. Currently I'm working on an indy game for the iPhone.

Mick West's Comments

Comment In: GDC Austin: Raph Koster's Deceptively Simple Coin Toss [News - 09/18/2009 - 02:35]

I don't think the coin ...

I don't think the coin toss analogy really matches the rest of the article. At a high level you can model a coin toss as just a random number generator and the visual representation of the coin's motion, and that's all you need from a game design perspective. So long ...

Comment In: Measuring Responsiveness in Video Games [Feature - 07/16/2008 - 04:50]

Wa Luigi, while there are ...

Wa Luigi, while there are a few times when a developer may deliberately introduce a delay into a move, the majority of the time the player and the developer wants the response to be as quick as possible. Take for example firing a gun - it's very difficult to see ...

Comment In: Collaborative Game Editing [Feature - 05/20/2009 - 01:20]

@Mike Smith, not that's not ...

@Mike Smith, not that's not what I'm suggesting. That's just the current methods discussed on thef irst page, the next two pages discuss the collaborative options. @Eric Slick and others, The article was actually written for Game Developer a few years ago, this is a reprint, so HeroEngine was not ...

Comment In: The History of Tony Hawk's Pro Skater: Ollies, Grabs, and Grinds [Feature - 03/10/2009 - 06:30]

We started prototypes for a ...

We started prototypes for a skateboarding game in May 1998, at that time Tony was not attached to the project, and the thought was to associate the game with a skateboarding magazine. Nothing was certain though, and Tony Hawk's name was discussed very early on, with Tony Hawk reference material ...

Comment In: Opinion: What Does 'Game Developer' Mean? [News - 03/01/2009 - 05:33]

previous comment got cut off, ...

previous comment got cut off, reposting here Lewis said: For example, how would one prove what most people think when they hear the term game developer My experience, coming from computer programming and networking, is that developer associated with computing equals programmer. Now that I'm in education, I've seen far ...

Comment In: Programming Responsiveness [Feature - 07/09/2008 - 04:25]

William, I think it's kind ...

William, I think it's kind of the same issue. If there were zero lag, then all the present moments would be at the same time. Increasing the lag increases the time between the present moment, and when the computer catches up, and when that moment arrives on screen. However, having ...