I spent several months among the high rollers in a free to play game. Here's what I learned from swimming with the whales.
I hung out with some of the developers of the InnoGames jam, a 48-hour jam hidden from the crowds of Gamescom in Germany.
3 years ago, I shipped my first game, Splinter Cell Blacklist, with the team at Ubisoft Toronto and now I'm taking a look back. We'll be running through 10 anecdotes & takeaways from the production of the map I worked on.
Sharing the entire process behind building a single major alpha version, from start to finish. Project management and marketing all in one!
This article describes many strategies for working with Unity to make your projects simpler to understand, harder to break, and quicker to ship.
The conclusion of a 3 part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.