In this blog post I argue for using 0 as the default and "nil" value in multiple parts of the code.
Here's an introductory checklist of some questions to get you started on getting the answers that will actually help you get the information you need to do your job well
Video games: let's mix the creative risks of mass media projects with technology that's work-in-progress alongside the game's production! What could go wrong? And why being indie and having freedom comes with a cost.
Having trouble coming up with achievement names? That's because it's really hard! This article provides some tips and shortcuts for the achievement-naming process, plus commentary on the value of inserting small "personality details" into your game
This week's longform article/video highlights include a history of the You Don't Know Jack developers, two pieces about Crash Bandicoot - both original and remaster - and lots more.
Here is a checklist that represents the minimum bar of what else you should expect from your Engineering Lead.
An intriguing and insightful look into the development process from taking a hit free to play PC game to the Mobile marketplace.
I remade my debut game You Are Not A Banana. The Better Edition features lots of improvements based on player feedback. This article provides an overview of some of the new features, tips on the dev process, and links to handy tools/plugins.
Post Mortem for Open Sorcery, a text based puzzle game where you play BEL/S, a magical firewall: a fire elemental that is bound with C++ code.
Gameplay is investigative, branching, and intertwined with the story.
EVERY GAME DEVELOPER NEEDS AN ENGAGING DEVELOPMENT BLOG. IT'S A GATEWAY TO COMMUNITY, AND A STAGE TO MAKE ANNOUNCEMENTS. HERE IS HOW TO CREATE AN ENGAGING ONE.
This is a small set of thoughts and score reflection after being judged in a Game Jam.
A retrospective of the audio work by Damian Sanchez on Super Awesome Hyper Dimensional Mega Team's game.