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Blogs

Wesley Paugh's Blog   Expert Blogs

Wes Paugh is a freelance game developer with credited titles in the independent and industry communities. In 2007, he worked as a Scripter on Vicarious Visions' Spider-man 3. Since then, he has been developing an independent title called 100 Rogues. He has been Principle Software Developer for the title for the last 3 years, and is currently working on cross-platform ports and content expansions for the title.

Though skilled in many areas of game software development, Wes' personal goals for his game development career are to create enriching games which help illuminate the massive storytelling potential for games.

He graduated from RIT in 2009 with a Bachelor's in Software Engineering.

Expert Blogs

Ouya Devs: Don't Make Your Game a Hit!
Posted by Wesley Paugh on Fri, 07 Dec 2012 06:36:00 EST in Design, Console/PC
Heavily-marketed apps with mass appeal are for other consoles. Use Ouya to make the niche game you've always wanted.
Read More... | 5 Comments

Minmaxing - Is turn-based fun anymore?  Featured Blogs
Posted by Wesley Paugh on Mon, 06 Feb 2012 04:14:00 EST in Design
Are turn-based games less fun when a programmer does his best to win?
Read More... | 53 Comments

Content explosions of exploding content  Featured Blogs
Posted by Wesley Paugh on Tue, 14 Jun 2011 07:02:00 EDT in Programming, Indie
As a programmer, I've worked super-hard to make robust gameplay systems that can be reused and manipulated in any way imaginable. Has the time and effort been a waste?
Read More... | 6 Comments

   

Wesley Paugh's Comments

Comment In: Ouya Devs: Don't Make Your Game a Hit! [Blog - 12/07/2012 - 06:36]

Is there evidence to support ...

Is there evidence to support the claim that niche games on a niche system make more money than niche games on a hit system r n r nIf I had evidence, this wouldn 't be a blog post, but my opinion has been formed by reading about and talking with ...

Comment In: Minmaxing - Is turn-based fun anymore? [Blog - 02/06/2012 - 04:14]

But it's not necessarily the ...

But it's not necessarily the case that there is a single perfect choice-sequence -- in fact, I would say that part of the art of good design for games with large state spaces is that there are multiple paths to victory By 'perfect', I meant 'uses only those moves that ...

Comment In: Design Patterns in Game Programming [Blog - 09/20/2011 - 03:34]

I'll try and explain without ...

I'll try and explain without getting to far into the specifics of the entire game's architecture. Actors and ActorControllers exist. The former have health, energy, name, and other serializable modelly type data. Their controllers are updated with events about incoming attacks, switches being triggered, cutscenes, and other in-game goings on. ...

Comment In: Story Design pt.1 [Blog - 08/22/2011 - 01:24]

I would love to continue ...

I would love to continue / reset But I'm not sure how to contact you.

Comment In: Smartphone And Tablet Rundown: What Developers Need To Know [Feature - 07/26/2011 - 04:45]

Exactly. Apple provides and, yes, ...

Exactly. Apple provides and, yes, strongly recommends, their imho more sophisticated alternative to C/C . Microsoft are demanding that you use theirs. I am also a big big fan of C , but really Forcing developers to choose your platform as their one and only, given that there are already ...

Comment In: Content explosions of exploding content [Blog - 06/14/2011 - 07:02]

I should do some more ...

I should do some more research into agile methods on a team of 1 programmer. I'm sure there's tons of blogs / features on it here. At the moment, I'm flying pretty much 100 solo, which has its own pitfalls and processes, but can't usefully fit into a Scrum paradigm, ...

[More Wesley Paugh Comments]   

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