E McNeill's Blog
I am an indie game designer working out of San Diego.
I've previously worked at Tiltfactor, Bethesda Softworks, SCEA Santa Monica, and MetroStar Systems. My games include the minimalistic RTS Auralux and the abstract sports game Bombball.
More at my website and Twitter.
Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus.
Don’t go into VR with the intention of making a “genre game”. Instead, think about what would work best in this new medium.
How and why I fit narrative into a mechanics-oriented game.
60fps, 1440p, stereoscopic 3D, on a cell phone. Good luck!
Why I'm giving my whole game away for free (temporarily).
A reflection on competing values of game design.
E McNeill's Comments
[Blog - 04/06/2015 - 07:37]
At last year 's Steam ...
At last year 's Steam Dev Days, the VR folks at Valve made the argument that VR is difficult, and AR combines all those difficulties with a host of other, bigger challenges. I think that AR tech and software is going to lag behind VR for a few years, just ...
[News - 02/23/2015 - 06:07]
[News - 02/20/2015 - 06:42]
If they can selectively block ...
If they can selectively block out light from the real world, then AR can do everything VR can do. That said, Valve 's Abrash has argued convincingly that AR is much, much harder to pull off than VR. r n r nSo at this point, my questions are: r nA ...
[Blog - 01/20/2015 - 04:04]
I think your jigsaw puzzle ...
I think your jigsaw puzzle analogy is a good one. But I think you 're mistaking the formalist point of view. Let 's imagine that jigsaw puzzles were the only game in town. A formalist would be interested in the way that the picture affects the puzzle-assembly mechanic, would examine ...
[Blog - 12/19/2014 - 01:27]
[Blog - 10/21/2014 - 02:00]
Good suggestion I just made ...
Good suggestion I just made that change, and my draw call count remains low. I don 't know why I had it in my head that the non-uniform scales all had to be unique...