I'm a member of a small game development studio called NoOp Army and am interested in both technical and design related aspects of games and interactive 3d simulations and experiences. I've worked with multiplayer games, single player games and games using special technologies like AR and special hardware. Used different engines from game maker to unity, created middleware software from a C# based unity runtime to simple tools and have a battular in computer software engineering.
Other than work i'm interested in the worlds of thought and ideas, philosophy, literature and overall human knowledge, science and wisdom. When not working i'm either studying, spending time with friends and family or play games.
At NoOp Army we try to find good processes for making games and software, be artistic and creative while trying to be organized as much as possible and have a great time together and make the experience of working together something awesome. We provide contracting and consulting/support services in unity game engine and specially for your multiplayer games. We are mostly a .NET and Unity shop and love to use awesome tech like Microsoft Orleans.
You can follow us on twitter on @nooparmy
my LinkedIn profile
Nowadays nearly all games need backend services and in these series of posts I want to describe a really nice and revolutionary way of doing it.
There are striking similarities between famous sportsmen and the hard at work developer of the everyday. Here I try to talk about a specific group of developers which are getting a worse image than they deserve and hope to make all of us think
Depending on the phase that a technology is in, it might affect your speed of development and the quality of your shipping products. Trying to understand which wave you are in will help you reduce technical risk and have correct expectations
I introduce the concepts of actor based programming and message passing based concurrency to the reader using the Microsoft Project Orleans framework which is free and open source. Also show how one should connect such a service to a game engine like unit
I'll try to describe the relation between a great team and a great jam and the fact that a great team is the only way of making a great jam possible.
I'll try to explore the status of usefulness of design patterns like MVC and MVVM for large scale game development. I'll try to see if they provide any additional benefits in terms of being more organized coding practices and more design friendly or not.
[News - 06/02/2016 - 06:03]
These kinds of thought experiments ...
These kinds of thought experiments are really interesting and good mind play , they are not possible to be considered true/false objectively but r n r nThe thing is to simulate the reality, the consciousness of humans and the quantum level activities of the universe we need some sort of ...
[News - 06/02/2016 - 08:01]
Sometimes employees manipulate bosses as ...
Sometimes employees manipulate bosses as well. specially in small teams. The last time it happened to me, I quitted being a boss partially because of this attitude that bosses are always the bad guys. r nIt 's not always true :
[Blog - 07/16/2014 - 10:37]
I never felt this in ...
I never felt this in life but great article indeed. I never felt this but guarded gainst it to happen. SO I gave myself a hard time to not achieve anything other than by the pure value I provide and tried to always have less instead of more but be ...
[News - 05/06/2016 - 07:35]
I think if Nintendo is ...
I think if Nintendo is Nintendo, They 'll add some special hardware/sensor to the device which redefines the experience and will succeed and this is what many people hope for.
[Blog - 04/25/2016 - 01:08]
Do you want to promote ...
Do you want to promote your assets, It 's ok but do it this way. r nTeach some coding practices and techniques you used and teach some other stuff , then you can suggest your asset if the reader doesn 't want to do it all and wants to save ...
[Blog - 02/11/2015 - 03:39]
I 've used TFVC successfully ...
I 've used TFVC successfully on multiple unity projects, I 've used local workspaces and did not checkout all files which I wanted to edit but different team members in our team were working on different areas. r nI guess local workspaces make TFVC kinda like SVN or other version ...