Edward McNeill's Blog
I am an indie game designer working out of San Diego.
I've previously worked at Tiltfactor, Bethesda Softworks, SCEA Santa Monica, and MetroStar Systems. My games include the minimalistic RTS Auralux and the abstract sports game Bombball. I am currently working on Darknet, a VR cyberpunk hacking game, and Tactera, a VR tabletop RTS.
More at my website and Twitter.
A selection algorithm, especially useful for VR games that use laser pointer controls.
Three quotes for game devs to consider.
At OC4, Oculus announced two standalone headsets in the works: Oculus Go and the Santa Cruz prototype. What does this mean for VR devs?
Optimizing a Unity game for the Gear VR.
History and game design share an important commonality: a responsibility to truth.
The difficulty of expanding a minimalistic game.
Edward McNeill's Comments
[Blog - 11/08/2017 - 09:44]
Oh, so you 're averaging ...
Oh, so you 're averaging a few frames to reduce the impact of a jittery pointer Smart That would probably combine well with this system.
[Blog - 01/25/2016 - 02:01]
I was another dev-level backer ...
I was another dev-level backer and creator of a launch title, and I remember and remember appreciating your presence during those early days r n r nIn my case, I ended up moving on to the next piece of Kickstarter hardware that I had backed on a whim: the Oculus ...
[News - 12/10/2015 - 04:02]
If the first wave of ...
If the first wave of VR hardware Oculus Rift co. is as successful as the first wave of motion controlled hardware Wii , then I 'm glad to be getting in on it early. I do hope that VR proves to be more lasting, though.
[Blog - 11/16/2015 - 01:27]
Hey, I got quoted Awesome ...
Hey, I got quoted Awesome :D r n r nI don 't have time to respond in depth, but I 'd like to briefly defend my best self definition of value. You precede my quote by saying A common pattern with these developers is that they always project their own ...
[Blog - 07/10/2015 - 02:51]
I don 't imagine gamers ...
I don 't imagine gamers sitting around bragging about how great the convergence and parallax are. Those are just the technical reasons for why these games feel so cool in VR. r n r nI 'm sympathetic to the argument that VR might not end up justifying its cost and ...
[Blog - 04/06/2015 - 07:37]
At last year 's Steam ...
At last year 's Steam Dev Days, the VR folks at Valve made the argument that VR is difficult, and AR combines all those difficulties with a host of other, bigger challenges. I think that AR tech and software is going to lag behind VR for a few years, just ...