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.
He is currently adventuring in Europe, with an initial stint at Black Forest Games in Germany, and now headed over to the UK to do AI work for Splash Damage. He has also done 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 - 07/12/2016 - 10:05]
[Blog - 07/08/2016 - 10:07]
Yup, pretty much the same ...
Yup, pretty much the same thing I was thinking. These games rack up and altogether disproportionate hour tally because they 're the only games you simply leave open while doing everything else. r n r nThat said though, the OCD in me compelled me to do the math and acquire ...
[News - 06/24/2016 - 03:23]
I think a huge number ...
I think a huge number of EA games failed because they threw themselves into EA as a prayer for some quick cash without thinking long and hard about how this would present them, and what it would do to their long-term success. After seeing this, the market has wised up ...
[News - 06/23/2016 - 11:48]
It is always a shame ...
It is always a shame to realize that so much of what happened before the web as we know it graphics, easy access, etc... came into being is largely just lost to time.
[News - 06/20/2016 - 09:30]
[News - 05/31/2016 - 11:23]
I 'm afraid I can ...
I 'm afraid I can 't see a card game pulling 250k on KS without a truly amazing hook.