Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
July 24, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Herman Tulleken's Blog

 

I worked as a game programmer for several years, before co-founding Gamelogic, where we develop software and tools for game developers. To my delight I still get to make many games, although they are a bit smaller now. 

 

Member Blogs

It's Gamelogic's birthday, and in this post I list some things I did not know about the art and business of making game development tools when we started.


Posted by Herman Tulleken on Sun, 19 Jan 2014 01:44:00 EST in Programming, Indie
This post gives programming tips for making games fast, usually in a fixed time frame: how to plan and focus, strategies for dealing with tricky code, ways to get unstuck, and what you can do between prototyping projects to get better at it.



Herman Tulleken's Comments

Comment In: [Blog - 01/19/2014 - 01:44]

Yes, it is indeed true. ...

Yes, it is indeed true. I have seen other advice that recommends to prototype using tech that cannot be used for production Lisp :P to avoid this issue, but that too comes at a price since many programmers are way faster in their everyday production tech-environment . r n r ...