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January 24, 2017
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Herman Tulleken's Blog   Expert Blogs


I worked as a game programmer for several years, before co-founding Gamelogic, where we develop software and tools for game developers. I still get to make many games, although they are a bit smaller now and mostly to show off our tools. I occasionally write technical articles; mostly on game development. Here is a list:


Expert Blogs

Posted by Herman Tulleken on Wed, 05 Oct 2016 10:29:00 EDT in Programming
This article contains some ideas for building mazes by making various modifications to a simple, standard maze-generation algorithm.

Posted by Herman Tulleken on Fri, 12 Aug 2016 08:25:00 EDT in Design, Programming, Production, Indie
This article describes many strategies for working with Unity to make your projects simpler to understand, harder to break, and quicker to ship.

Posted by Herman Tulleken on Wed, 29 Jul 2015 01:12:00 EDT in Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
In this article we look at color in games: its function, how technology has improved color display, and how our biology affect the perception of color.

Posted by Herman Tulleken on Fri, 12 Sep 2014 08:44:00 EDT in Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet
In this post we share some of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games.

Posted by Herman Tulleken on Wed, 30 Jul 2014 06:09:00 EDT in Programming, Console/PC, Indie
In this post I describe some of the issues we encountered when we ported our C# Unity plugin to GameMaker, how we overcame the limitations of GameMaker's language, and what insight we gained into our design because of it.

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.

Herman Tulleken's Comments

Comment In: [Blog - 10/05/2016 - 10:29]

Very nice : ...

Very nice :

Comment In: [Blog - 08/12/2016 - 08:25]

That is useful to know ...

That is useful to know somehow I missed it. Thanks

Comment In: [Blog - 07/29/2015 - 01:12]

Whoops Historical details are hard ...

Whoops Historical details are hard to get right thanks for pointing out the errors. We fixed the article.

Comment In: [Blog - 09/12/2014 - 08:44]

Thanks r n r nI ...

Thanks r n r nI will double check the section on vertical and horizontal tiles to make sure it is consistent. r n r nAs it happens, I do have thoughts on square and rectangular and indeed, other grids. With square grids, because things are so simple, we are usually ...

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 ...