Alistair splits his time between developing games and world domination. He fills the roles of programmer, producer, designer and semi-controversial blogger. He has released games for PC, iOS and Xbox360 over the past seven years. Alistair is now an indie developer where he runs Bane Games, a Brisbane based game development studio that has just released its first iOS game, Flick Buddies.
He is fanatically pragmatic, focussing on emergent gameplay and simple interfaces. With over ten years of software development experience he has recently become a Certified Scrum Master.
Game Credits (from Moby Games):
Battle Group - iOS, Mac, Android, PC
Flick Buddies - iPhone, iPad, Web
Battlestar Galactica - PC, Xbox 360
Zoo Quest: Puzzle Fun - Windows, iPhone, Nintendo DS
HotDogs HotGals - PC
Well, the world didn't end (of course) so it's time to look to the next twelve months and predict what we might see in 2013. Here are my predictions for the video game industry in 2013.
A run down of what went right and wrong with the release of Battle Group. From perfect score reviews to critical bugs on day one. How we released a game on four platforms simultaneously.
Tips for Game Development Graduates showing at Graduate Industry Nights
Should gameplay be separated from the rest of the game engine? Are scripting languages enough of a separation or can we do more?
Test Driven Development for games. Is it worth it? Will you make better games, faster?
How can we become better game programmers? What goals should we have as game programmers and how can we help each other to further our discipline?
[News - 12/12/2011 - 04:04]
@ Christian My original response ...
@ Christian My original response was @Stone, sorry for the confusion. I agree with what you're saying that they are 100 linked logically. All of these things sounds, visuals, etc give the player a view into the gameplay and therefore they are two sides of the same coin.
[Blog - 12/08/2011 - 06:29]
Most projects I've been on ...
Most projects I've been on however the engine is usually complete, whether off the shelf or a proprietary engine carried over from previous games. In that case it's more about engine developers working on the glue that connects the gameplay to the engine and this is heavily lead by gameplay ...
[Blog - 11/08/2011 - 10:14]
Great point Timothee. It's easy ...
Great point Timothee. It's easy to forget particularly deep in crunch that the creation of code is often the easiest part. It's not until weeks or months later that you go back over this code that the real challenge begins. Code reviews and pair programming are great ways of reducing ...
[News - 05/30/2011 - 05:03]
Great list. We also use ...
Great list. We also use Acunote - http://www.acunote.com. It lets us to task tracking using Scrum and has a nice built in wiki for game design docs and other collaboration.
[News - 03/16/2011 - 04:50]
I think it's more about ...
I think it's more about shifting the mindset away from base building to a new style of play. In tower defence games the buildings you construct are primary tools, that is, they attack the enemy. Unlike regular RTS games where buildings are secondary tools that are used to achieve some ...
[Feature - 03/08/2011 - 04:10]
It's been lower than we ...
It's been lower than we were hoping, but about what I expected. We had over 100k downloads with Open Feint Free Game of the Day which I highly recommend to other developers. We've had spikes for various reasons but so far it's not enough to live off. We're planning lots ...