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David Maletz's Member Blogs

Posted by David Maletz on Mon, 03 Dec 2012 04:04:00 EST in Design, Production, Indie
So you want to make a game, despite everything everyone has told you? This blog post will explain some of the common pitfalls in game development I have encountered, and how to avoid them.


Posted by David Maletz on Thu, 15 Nov 2012 08:09:00 EST in Indie
Indie to me just means that I follow my vision and don't let producers, money, or anything else get in the way of it.


Posted by David Maletz on Fri, 26 Oct 2012 04:40:00 EDT in Programming, Indie
Can computers learn to be creative? My experiments applying machine learning to games.


Posted by David Maletz on Wed, 24 Oct 2012 08:06:00 EDT in Indie
When starting development on my newest project Havencall, I did a lot of things differently than for games I worked on in the past, learning from my mistakes. In this post, I explain what changes I made, and why.


Posted by David Maletz on Fri, 12 Oct 2012 01:50:00 EDT in Design, Indie
After setting up an indie development team and finishing the animation toolkit VIDE, I'd like to announce our first major game title, Havencall.


Posted by David Maletz on Thu, 13 Sep 2012 06:41:00 EDT in Design, Indie
Having trouble finding the balance between frustratingly hard and boringly easy? This blog post could help...


Posted by David Maletz on Sat, 08 Sep 2012 01:39:00 EDT in Programming, Art, Indie
The VIDE animation editor is complete, and Fancy Fish Games already has already started our first game using it!


Posted by David Maletz on Tue, 31 Jul 2012 01:02:00 EDT in Design
Every game developer wants to know what makes a game fun. Here are my thoughts on the subject.


Posted by David Maletz on Fri, 27 Jul 2012 04:56:00 EDT in Programming, Art, Indie
How to create animations for games by deforming a vectorized image, and my new tool, VIDE, which does just that.


Posted by David Maletz on Sat, 08 Jan 2011 07:10:00 EST in Programming
To precompute, or not to precompute? Does the quality of precomputing illumination outweigh the ability to make dynamic and flexible scenes?


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