Paul Furio's Blog
Founder and CEO of SyncBuildRun, an Indie Episodic Gaming Startup in Seattle, WA. I'm a 19 Year Software Deveopment Vet, making games since 1999, and leading teams for the past five years.
We're delaying launch of our game V.Next, and moving running our gaming company to part-time. Here's why, and what we're doing about it.
Why are we choosing to make Episodic Games? What do we interpret as Episodic? What's so important about weekly Episodes?
Why does management do seemingly insane things? Why do we push for E3 demos that we know are throwaway code? Why are startup people so weird? They're insane, but in a way that keeps a business afloat.
SIx months into my game studio startup, I share my thoughts of what went well and what went not so well.
I share three lessons and guiding principals from world class leaders for ensuring that my projects are successful.
Part 2 of 2 in a quick series on how we organize and architect our screen management classes for easy extensibility and control. This post focuses on an Animation sequencer.
Paul Furio's Comments
[News - 01/04/2016 - 03:59]
The press are just bombarded ...
The press are just bombarded by people who want attention. That 's the challenge for developers--how do you get people interested r n r nSo very, very true. r n r n Money is nice to the extent that it helps me do those things. I wouldn 't have been ...
[Blog - 12/07/2015 - 09:59]
Some good learnings here. r ...
Some good learnings here. r n r nWhat you accomplish on your own will be largely a factor of scope. It takes at least 5 years to become an expert at something. You could spend five years becoming an expert developer, another five becoming a virtuoso musician, and then another ...
[Blog - 09/03/2015 - 02:05]
[Blog - 07/21/2015 - 01:37]
Let 's not forget the ...
Let 's not forget the final upside of Flash/AS3: it has been around so long, that almost every question can be answered with a simple Google search. Try that on any new language, or new tool, and you 're back to the 1980s, when coding a game meant pounding your ...
[News - 07/23/2015 - 01:22]
[Blog - 07/17/2015 - 02:08]
As a Manager, I have ...
As a Manager, I have never once thought this way. I have always avoided crunch, ensured my teams had adequate rest time, worked at a reasonable pace, and delivered high quality work. r n r nAs a result, my teams were extremely happy, highly productive, and always accomplished their goals ...