Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 29, 2021
arrowPress Releases

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


Zach Burke's Blog


I'm a pretty average guy who's dream has been to make video games ever since I can remember. As a kid, I was excited to learn Z80 assembly because I thought that knowledge would let me make games for the Nintendo. Growing up in the Pacific Northwest in the 80's, the local librarians, unfortunately, could not point me towards any resources to achieve these childhood dreams. College solved all that.

I'm an ok programmer, really nothing extraordinary. I'm not the guy that is going to write some crazy new language, engine, compiler or quicksort. I'm simply intoxicated by the pure act of creation, and to me, games are the pinnacle of that: code brought to life on the screen - it's magical.

I've released 1 game on Steam and contributed various pieces to half a dozen others. I would like to think that I took all of the worst practices and biggest failures and threw them all into that first self-published title. Now that I've made these mistakes and learned from them, I'm free to move on and make the next set of mistakes on my way to making something truly great :)

I tinker a lot, you can keep up with my various projects on my blog, GitHub or YouTube.


Member Blogs

Posted by Zach Burke on Fri, 10 Mar 2017 09:34:00 EST in Programming, Production, Console/PC, Indie, Smartphone/Tablet, VR
A brief foray into why Tick makes algorithms difficult to understand. Followed by an example-laden introduction to a programming language called SkookumScript whose built-in concurrency primitives radically change how you'll approach writing game logic.

Posted by Zach Burke on Fri, 30 Oct 2015 12:43:00 EDT in Design, Programming, Console/PC, Indie
Easy to follow rules on how to support gamepad and mouse/keyboard like a world boss. This article covers a high-level input detection engine and 5 rules that will provide a great player input experience.

Zach Burke's Comments

Comment In: [Blog - 01/28/2016 - 08:05]

Since when r nSince C89 ...

Since when r nSince C89 was cast into the fires of Mordor and the kingdoms of men were allowed to move their variable declarations to more helpful areas... like the line before it was first used instead of 150 lines prior.

Comment In: [Blog - 07/21/2016 - 04:53]

Really great article Leszek I ...

Really great article Leszek I felt like I was looking over your shoulder while you worked and learning a bunch of new tricks. It 's great to see how a vet approaches the complicated world of performance tuning. r n r nI had 2 questions, hopefully you are monitoring the ...

Comment In: [Blog - 11/03/2015 - 01:09]

Loop stems, so that 's ...

Loop stems, so that 's what you call these. Nice tutorial, I clearly understand the high-level process now.

Comment In: [Blog - 10/30/2015 - 12:43]

I 'm glad it 's ...

I 'm glad it 's helpful, good luck re-working your control scheme :