David is a Producer/Programmer/Designer that has been making games since the dawn of time. He originally did mainstream application and OS dev work in respectable society during the day to cover these aberrations, but eventually decided working two full time+ jobs made it tough to see his wife and kids. Abandoning his disguise, he now does game making as his primary career.
David has been involved in a wide range of projects, including building the world's first subscription based internet MOG (Valhalla), extensive military simulation AI, several MMOs (Pirates Online, Toontown, etc..), and a boatload of standalone games (most recently Giana Sisters - Rise of the Owlverlord).
He is currently adventuring in Europe, creating games for Black Forest Games in Germany. He also does freelance design and process consultation, so feel free to message him if you need a hand.
From where Dieselstormers was envisioned to where it stands today is a bizarre path that reflects the trials of many small dev houses. We invite you to see how it really happened.
These are some quick hints to make AI construction easier and more effective.
A quick look at some of the recent F2P discussion and what makes it so issueful. One thought on how that could be addressed.
[Blog - 02/27/2015 - 03:53]
There 's another recent change ...
There 's another recent change in the market too - which is that it is now vastly easier for old products to re-emerge on the market, deeply discounted. Suddenly all sorts of products that publishers previously thought were done, have a new lease on life as a highly discounted reprint. ...
[News - 02/25/2015 - 03:57]
I 'm surprised you only ...
I 'm surprised you only get 25 for something where it seems like all the burden of work is on the actual developer. That seems low.
[Blog - 01/02/2014 - 08:48]
I 'm totally trying this ...
I 'm totally trying this quote on my landlord next time :P r n r nYou 're actually right, but I 'm bitter anyways.
[Blog - 01/20/2015 - 11:39]
[Blog - 12/17/2014 - 02:16]
Sadly GvG really killed Hearthstone ...
Sadly GvG really killed Hearthstone for me. Games are now hugely determined by draw chance and far less determined by meaningful decision making. r n r nIt was always a bit too far in that direction, but this expansion just took that trend and ran with it in a horrible ...
[Blog - 12/09/2014 - 02:59]
Actually I 'm really loathing ...
Actually I 'm really loathing the way Hearthstone has evolved, because they apparently decided that more randomness was the way to attract 'casual ' players. I think they 're going to find that even 'casual ' players dislike games whose results aren 't dependant upon the decisions that they make. ...