Phil provides contract software development and consulting through Technicat, LLC and publishes Android and iOS games under the Fugu Games and HyperBowl brands. He blogs on fugutalk and tweets as fugugames.
He has worked on the original and new HyperBowl games, the Tech Deck: Bare Knuckle Grind series, the vampire western Darkwatch, the Blue Mars virtual world, and the RC Rally and Emo-Ray games in Playstation@Home.
Books include Learn Unity 4 for iOS Game Development published by Apress and Technicat on Software self-published on the Kindle and Nook.
How I ported a 3D bowling attraction game that debuted in 1999 to iOS and Android ten years later.
A thought experiment in applying game design to project management.
Tips on the contracting life.
An old blog about credit standards with a brief detour into crunch time practices. The fundamental problem remains the same - it's preaching to the converted.
Diversity in video games: it's not that hard. Unless you make it that way.
Seven habits, actually seven categories of habits, I recommend for practicing programmers, from a blog I wrote ten years ago.
[Blog - 01/11/2013 - 10:55]
I do like to see ...
I do like to see game credits so know how many people worked on it, and it 's always nice to see names of friends same reason I stay for movie credits . I like Valve 's practice of just listing everyone who worked on the game and not messing ...
[Blog - 01/01/2013 - 06:10]
Great point about having a ...
Great point about having a just a single diverse character almost an oxymoron . That 's so noticeable in TV and film, especially when I was younger. Battlestar Galactica is my favorite example of diverse casting that doesn 't make a big deal out of it - you don 't ...
[Blog - 12/12/2012 - 06:15]
[Blog - 12/07/2012 - 05:13]