Christer Kaitila's Blog
Also known as Breakdance McFunkypants, Chris is lead programmer at Amagam Software, an Indie Game Developer based in Victoria, Canada.
A lifelong coder, he grew up part of the old-school "demoscene" BBS culture and spent his youth in shady arcades. In university he studied AI and 3d game engines. Nowadays he hangs out with game devs at speed-programming "game jams" and 48 hour competitions.
He has written over 50 business applications, a dozen videogames, 25 songs, two pencil-and-dice roleplaying games, and a billion really bad puns.
Amagam Software - http://www.amagam.com
Personal Blog - http://www.mcfunkypants.com
Art portfolio - http://mcfunkypants.deviantart.com
Music Portfolio - http://www.ilike.com/artist/mcfunkypants/
Work-for-hire Portfolio - http://www.orangeview.net
This year I set out to make 12 games in 12 months. I did it - and it wasn't as hard as it sounds. This year, join #onegameamonth and see for yourself!
On the weekend of June 25th, join a fun game jam with the theme: "ALL TALK - conversation trees and dialogue choices"
Molehill, Adobe’s new Flash 3d API, can handle absolutely insane numbers of polygons and still render at 60 fps. Here is a Terrain demo, programmed in AS3 - 40,000 polies at 60fps!
A huge list of Indie Game Jams!
Source code tutorial for the upcoming Flash 3d Molehill API.
Flash finally gets next-gen hardware 3d rendering. Competition for Unity?
Christer Kaitila's Comments
[Blog - 06/19/2013 - 10:26]
I am so happy for ...
I am so happy for you and Mike. When I was lucky enough to check the game out in the early beta era, I knew it would take off and it fills me with joy to see that I was right. Your success is well deserved
[Blog - 05/14/2013 - 07:47]
Thanks for sharing a bit ...
Thanks for sharing a bit of the light The internet often rewards negativity with RTs and shares, but posts about what is awesome just don 't get high engagement. I also find that the indie gamedev community is predominantly super supportive, and kind-hearted. Sure, it is also admittedly a little ...
[Blog - 05/12/2013 - 07:50]
[Blog - 12/18/2012 - 09:10]
I think all gamedevs suffer ...
I think all gamedevs suffer the same take my time, deadline slipping approach. Isn 't it so exciting to force yourself to simplify and release faster I did an experiment this year, after 17 years of done when it is done slowmo coding, and it was a huge success: r ...
[Blog - 12/01/2012 - 08:25]
[Blog - 11/16/2012 - 02:40]
You can do it I ...
You can do it I know you 'll be a huge success. Good luck with this new adventure. Enjoy the journey as well as the destination. Being an indie gamedev is the most fun job there is.