There are times when the easy way to make a game is actually more fun for the player than the hard way.
Game programmers write state-machines all the time, and yet the way we do it is often un-intuitive, over-engineered, or prone to mistakes. There is a better way, one that takes advantage of the new features of our game programming languages.
This weekend, developers from nearly 80 countries will gather to create over 5000 games in 48 hours at Global Game Jam. Here are some lessons I've learned from being a mentor for the past four years, to help you get around the most common pitfalls.
After a break, I'm back to talk about R-E-S-P-E-C-T. How do you respect team members and why it's ever so important to do so.
One of the biggest challenges in VR development is the combined requirements of high framerate with high resolution. By transforming vertices into 'lens-space' we remove the need for full-screen render textures, massively improving mobile performance.
QA Project planning is one of the most crucial and difficult steps of a videogame development project. With this entry Iíll share a couple tips and techniques my team and myself use to calculate how much people, time and money QA should take.