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Drew Parker's Blog

 

Drew Parker
Creative & Technical Director, Mark Animation

Drew is a game designer, writer, and game-engine programmer with 10 years professional experience. He has worked since 2011 on Shuyan the Kung Fu Princess, which launches in the iPad App Store Fall 2013.

Previously Drew spent five years with Graham Software Development, the parent company of Garage Games, as a core team member on a cutting-edge 3D interactive online experience utilizing the Torque game engine.

Aside from his technical competency, Drew also has four years of kung fu training in the Wing Chun discipline, and is an accomplished musician whose first album "On My Way Home" made it to the 2009 Grammy entry ballot.

 

 

Member Blogs

Posted by Drew Parker on Mon, 21 Oct 2013 02:44:00 EDT in Design, Production, Smartphone/Tablet
This is part five of a series in which I'll blog about the Making of Shuyan the Kung Fu Princes - Designing a kung-fu game that's not about fighting.


Posted by Drew Parker on Tue, 15 Oct 2013 10:45:00 EDT in Design, Production, Smartphone/Tablet
This is part four of a series in which I'll blog about the Making of Shuyan the Kung Fu Princes - Designing a kung-fu game that's not about fighting.


Posted by Drew Parker on Mon, 07 Oct 2013 08:59:00 EDT in Design, Production, Smartphone/Tablet
This is part three of a series in which I'll blog about the Making of Shuyan the Kung Fu Princes - Designing a kung-fu game that's not about fighting.


Posted by Drew Parker on Mon, 30 Sep 2013 12:13:00 EDT in Design, Production, Smartphone/Tablet
This is part two of a series in which I'll blog about the Making of Shuyan the Kung Fu Princes - Designing a kung-fu game that's not about fighting.


Posted by Drew Parker on Wed, 25 Sep 2013 02:46:00 EDT in Design, Production, Smartphone/Tablet
This is part one of a series in which I'll blog about the Making of Shuyan the Kung Fu Princes - Designing a kung-fu game that's not about fighting.



Drew Parker's Comments

Comment In: [Blog - 10/21/2013 - 02:44]

Yeah playtesting is just so ...

Yeah playtesting is just so valuable. And when you are able to have multiple playtests in rapid succession, it becomes very clear where the big problem areas are, because everyone trips up in the same spot.

Comment In: [Blog - 10/15/2013 - 10:45]

Hey Samuel, thanks for the ...

Hey Samuel, thanks for the comment r n r nThere 's so much awesome information on Gamasutra that 's benefited our team. We wanted to share some of our development experiences in case they could be of benefit to others.

Comment In: [Blog - 09/30/2013 - 12:13]

Glad you enjoyed it John ...

Glad you enjoyed it John - thanks for checking it out

Comment In: [Blog - 09/25/2013 - 02:46]

Hey Romain - I agree, ...

Hey Romain - I agree, I think the team was just as relieved as I was when we nailed down our essential experience r n r nCurrently we are an the iPad only, but who knows what the future holds. :