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Karl Schmidt's Blog   Expert Blogs


I'm a lifelong software engineer and gamer. I started programming with a Commodore 64, then made mods for the Quake series, and eventually got my break in the game industry at Relic Entertainment, helping ship Company of Heroes in 2006. Since then I've worked on Company of Heroes: Opposing Fronts, the entire Dawn of War II franchise, Warhammer 40,000 Space Marine, and Company of Heroes 2. 

I'm now working in the mobile game (and app) space, which is rapidly evolving, and presents an exciting challenge. I'm also writing about my thoughts and lessons learned in game development on my website ( as well as here at Gamasutra.


Expert Blogs

The path to successfully shipping a game is often messy. Here are my thoughts on how to set yourself up for success, including some real-world examples.

Posted by Karl Schmidt on Thu, 15 Aug 2013 04:57:00 EDT in Programming
This article is intended for students and non-engineers who haven’t heard of RCS or don’t understand the point of it. It is not an article about how to use any particular software package, but instead will outline some reasons why this tool is important.

Posted by Karl Schmidt on Mon, 15 Jul 2013 09:52:00 EDT in Programming
So far I’ve had the opportunity to write code in almost every category of game programming, and they all have their perks, but simulation code can be magical. What makes writing this kind of code special?

Posted by Karl Schmidt on Tue, 02 Jul 2013 11:40:00 EDT in Programming
Tracking down the source of memory corruption can be a difficult process when you don't quite know where to look. In this article I go over how I solved a corruption bug very late in the development cycle of a PC title.

Posted by Karl Schmidt on Mon, 10 Jun 2013 11:26:00 EDT in Programming, Console/PC, Social/Online
From 2009-2013 I was a very active member of the Dawn of War II community, providing on-going, voluntary technical support via internet forums. It was valuable for both parties: players received help directly, and I was informed of bugs quickly.

Posted by Karl Schmidt on Wed, 29 May 2013 06:00:00 EDT in Programming
When developing games on different platforms (or even a single one), some choose to delay or put off going through the steps to get up and running on your target hardware. This should be one of the first things you do, and here is why.

Karl Schmidt's Comments

Comment In: [Blog - 05/22/2018 - 10:10]

So much truth in this ...

So much truth in this article. Thank you for sharing

Comment In: [News - 11/13/2014 - 10:37]

Re: iOS - if you ...

Re: iOS - if you read the fine print they are supporting Cordova projects. You still need a Mac XCode to make the final package for iOS apps :

Comment In: [Blog - 09/22/2014 - 03:09]

I agree with you - ...

I agree with you - workflow is huge, you just have to make sure you 're building the right thing first. Once that is done for the most part , definitely improve the pipeline along the way. It 's a balancing act.

Comment In: [Blog - 09/20/2014 - 03:47]

I think this is a ...

I think this is a more reasonable response to the policy change:

Comment In: [Blog - 09/17/2014 - 11:52]

Good piece, I feel the ...

Good piece, I feel the same way. How are you finding starting your own company I feel like the business side of things will take away from the fun and creativity similar to working at a large company would, just in a different way. I 'm curious about your thoughts ...

Comment In: [News - 09/04/2014 - 03:29]

I 'm very glad to ...

I 'm very glad to see a high profile programmer being honest about the state of the Android NDK. Hopefully this will kick off some improvements...