Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Herman Tulleken's Blog   Expert Blogs


I worked as a game programmer for several years, before co-founding Gamelogic, where we develop software and tools for game developers. I still get to make many games, although they are a bit smaller now and mostly to show off our tools. I occasionally write technical articles; mostly on game development. Here is a list:


Expert Blogs

Posted by Herman Tulleken on Mon, 27 Feb 2017 04:49:00 EST in Programming
In this article I share my thoughts on how to think about bugs, how to get rid of them, and how to get better at it.

Posted by Herman Tulleken on Wed, 05 Oct 2016 10:29:00 EDT in Programming
This article contains some ideas for building mazes by making various modifications to a simple, standard maze-generation algorithm.

Posted by Herman Tulleken on Fri, 12 Aug 2016 08:25:00 EDT in Design, Programming, Production, Indie
This article describes many strategies for working with Unity to make your projects simpler to understand, harder to break, and quicker to ship.

Posted by Herman Tulleken on Wed, 29 Jul 2015 01:12:00 EDT in Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
In this article we look at color in games: its function, how technology has improved color display, and how our biology affect the perception of color.

Posted by Herman Tulleken on Fri, 12 Sep 2014 08:44:00 EDT in Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet
In this post we share some of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games.

Posted by Herman Tulleken on Wed, 30 Jul 2014 06:09:00 EDT in Programming, Console/PC, Indie
In this post I describe some of the issues we encountered when we ported our C# Unity plugin to GameMaker, how we overcame the limitations of GameMaker's language, and what insight we gained into our design because of it.

Herman Tulleken's Comments

Comment In: [Blog - 02/27/2017 - 04:49]

Thanks : Sure please post ...

Thanks : Sure please post the link here once it is published.

Comment In: [Blog - 10/05/2016 - 10:29]

Yes, it 's a good ...

Yes, it 's a good idea to do limit the number of iterations my own implementation does not in fact use recursion . The asserts are still helpful though to determine why there is a problem, but it 's true it can save a few Unity-restarts. As James says, Unity ...

Comment In: [Blog - 08/12/2016 - 08:25]

A scratchpad test as I ...

A scratchpad test as I use the term is a quick, disposable test to see how something works. I use this type of test most often to test how library functions behave or to figure out my understanding of some small issue how should a matrix look that performs a ...

Comment In: [Blog - 07/29/2015 - 01:12]

Ah nice find. It seems ...

Ah nice find. It seems we actually got the first game wrong 0.o I will update the article.

Comment In: [Blog - 09/12/2014 - 08:44]

Weird disappearance of my reply, ...

Weird disappearance of my reply, hopefully it won 't double up . r n r nAmit Patel 's hexagon page has long been an inspiration for me. I love it

Comment In: [Blog - 01/19/2014 - 01:44]

Yes, it is indeed true. ...

Yes, it is indeed true. I have seen other advice that recommends to prototype using tech that cannot be used for production Lisp :P to avoid this issue, but that too comes at a price since many programmers are way faster in their everyday production tech-environment . r n r ...