Ryan Darcey's Blog
Ryan is a 13 year industry veteran with a wide range of experience. Most notably, he's worked on the Halo and Star Wars franchises and has been officially credited on titles as a Systems Designer, Level Designer, Gameplay Engineer & Producer. He approaches game development from all angles and wears the jack-of-all-trades badge with pride.
Ryan left the AAA world to pursue independent game development in the spring of 2016 and ultimately founded Masonic Studios in 2018. In addition to contributing to the Gamasutra community, he curates his own blog, Making Moves, and can be found on Twitter @Ryan_Darcey and @MasonicStudios.
Discussing the importance of player feedback and a practical guide towards delivering it in the most efficient way possible.
A breakdown of how I used my time during the first 6 months of being an independent game developer.
Explains how to setup your UE4 code project to use P4 as your main source depot and how to integrate latest releases of the engine from Epic's GitHub source depot.
Breaking down my experience submitting and presenting a talk at the 2016 Game Developers Conference.
The conclusion of a 3 part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.
Part 2 of a 3 part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.
Ryan Darcey's Comments
[Blog - 02/25/2018 - 10:12]
[Blog - 08/01/2017 - 01:13]
My 2 cents: r n ...
My 2 cents: r n r nThis is good Scrum Leadering or Product Owner I like those to be the same : r n r nIf you 're the scrum master and you should be , police your backlog. Make sure your polish is all fine strokes, not painful broad ...
[News - 01/19/2017 - 04:00]
[Blog - 11/03/2016 - 04:03]
Thanks for the info there ...
Thanks for the info there I 'm curious and nervous about trying procrastitracker. I 'm sure no matter how little time I spend distracted on FB, Twitter, etc...it 'll probably make me feel pretty bad r n r n35 hours a week working on my game is actually where I ...
[Blog - 10/28/2016 - 08:33]
Nice article I think you ...
Nice article I think you captured the spirit of the Producer role really well here. I would only try to persuade you to change outlook on 2 things... r n r n1 Producers are not part of the team. r n r nIn general, I think producers suffer enough isolation/ridicule/exclusion ...
[Blog - 10/21/2016 - 09:02]