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Blogs

Toby Youngberg's Blog

A 3D Graphics engineer and independent Game Developer in my spare time.

Member Blogs

Will XBox 720 or PS4 really be that much better than Wii U?
Posted by Toby Youngberg on Wed, 14 Nov 2012 03:38:00 EST in Console/PC, Business/Marketing
A lot of speculation is flying around about Wii U quickly falling behind the 720 and PS4 as soon as they're released, so I thought I'd write up a quick article about what we could realistically expect, and why Nintendo may not fall far behind.
Read More... | 2 Comments

Is Platinum Games becoming a Nintendo 2nd party dev?
Posted by Toby Youngberg on Mon, 17 Sep 2012 06:39:00 EDT in Business/Marketing, Console/PC
With the recent announcements that Platinum would bring Bayonetta 2 to Wii U as an exclusive, it's starting to look likely that Nintendo might be courting a new second party developer...
Read More... | 0 Comments

Flick Ninjas Dev Part 5: Lessons learned from 2 weeks in the App Store  Featured Blogs
Posted by Toby Youngberg on Fri, 04 Mar 2011 07:17:00 EST in Business/Marketing
So it's been 2 full weeks since release and an lot has happened. In this article I discuss some of my takeaways from my first game on the App Store. It's been an interesting ride, but I think anybody can benefit from the lessons I've learned so far.
Read More... | 4 Comments

Flick Ninjas Dev Part 4: Pixel based collision detection in 2D games  Featured Blogs
Posted by Toby Youngberg on Fri, 11 Feb 2011 09:45:00 EST in Design, Programming, Art
Flick Ninjas is available now in the App Store!! In Part 4 of my series on Flick Ninjas development, I discuss the pixel based collision detections system that I designed to allow for my completely arbitrary level designs.
Read More... | 1 Comments

Flick Ninjas Dev Part 3: Why iOS is Better for Games than Android
Posted by Toby Youngberg on Tue, 01 Feb 2011 03:54:00 EST in Business/Marketing, Design
In part three of my Flick Ninjas Development series, I discuss why I think that Apple is still way ahead of Android when it comes to helping game developers succeed.
Read More... | 0 Comments

Flick Ninjas Dev Part 2: Arbitrary Level Design with a Tile Based Engine
Posted by Toby Youngberg on Mon, 31 Jan 2011 05:00:00 EST in Design, Programming, Production, Art
In Part 2 of an ongoing series leading up to release of my game Flick Ninjas in the iOS App Store, I discuss development of a tile-based engine that allows the artist to draw arbitrary levels and then import them into the game engine.
Read More... | 0 Comments

[More Toby Youngberg Blogs]   

Toby Youngberg's Comments

Comment In: Will XBox 720 or PS4 really be that much better than Wii U? [Blog - 11/14/2012 - 03:38]

Thanks I think I messed ...

Thanks I think I messed up when posting and it was as if it was posted several hours earlier so I think it just got lost in the shuffle. I couldn 't agree more. I really think it would be silly to launch new hardware that only increases the graphics ...

Comment In: Flick Ninjas Dev Part 1: Creating a platformer for iOS that's better without a gamepad... [Blog - 01/27/2011 - 05:37]

Good luck with your game. ...

Good luck with your game. I hope to see more people innovating on platformers without copying each other.

Comment In: Why You Should Use OpenGL And Not DirectX [Blog - 01/08/2010 - 07:48]

I found the article at ...

I found the article at least interesting, if not fairly biased. I just thought I'd throw in my two cents, as I recently wrote the same renderer with both OpenGL and DirectX 9.0c From what I've been able to tell, there are positives and negatives to both platforms. On the ...

   

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