Relationships and Game Development

Posted July 25, 2013 in: Game Development, Uncategorized

This industry is bad for relationships. It’s hard to maintain friendships outside the industry for certain reasons but romantic relationships are especially difficult. Here are some contributing quirks that I’ve noticed over the years. Meeting Meeting women is difficult. With the gender divide in most studios and the small social circles of many devs, it’s […]

Gambling

Posted June 22, 2013 in: Game Design, Uncategorized

I’ve been working 10 hour days for two weeks including weekends, so bare with the line of thought that puts me on. I listened to a podcast episode about gambling and have heard various people go on about the skinner box. To understand what is going on in the mind of a gambler is to […]

The Time Sink Problem: Mass Effect 3

Posted March 16, 2013 in: Game Design, Uncategorized

Mass Effect 3 has a key problem, one that faces much of the industry. The game is too long. Not because its loaded with interesting content but because its bogged down with fetch quests and aimless wandering. We need to treat our player’s time as valuable. There are so many interesting ethical and moral dilemmas […]

Empty Systems: Why AC3 Felt Lacking

Posted March 6, 2013 in: Game Design, Uncategorized

Assassins Creed 3 was shaping up to be one of the greatest games of the console generation. It was a fresh face on a well loved franchise. It boasted established mechanics that sucked people in and a complex double narrative that promised an end game of modern day assassin adventures. Yet by many accounts, my own included, […]

Stacks In The Mind

Posted February 15, 2013 in: Programming, Uncategorized

You’re mind is like a computer in the sense that we have limited cognitive resources available. In order to optimize the way we operate the best course of action is to try to reduce wasting that load on unimportant tasks and move it to something useful. As a programmer we know ways to reduce work […]

Triple Town

Posted January 8, 2013 in: Uncategorized, Video Games

I recently saw Triple Town on Steam for a few bucks and decided to pick it up. With no forehand knowledge, I settled in and had an a fun time for awhile. Then I noticed that it wasn’t really going anywhere, got boring, and asked some friends what they thought of it. At this point […]

The Loss of Value: Please Stop the Madness

Posted December 16, 2012 in: Uncategorized, Video Games

The iTunes store is flooded with thousands of broken, uninteresting, useless apps. Help Apple. Do something, anything, have some standards. Thousands of free or $1 apps have destroyed all concept of value. A bunch of fresh faced grads and even large companies have no idea how to stand up for the worth of their product, Especially when […]

Code Hero: Naive Development in Action

Posted December 14, 2012 in: Game Development, Uncategorized

After reading about the recent blow up over Code Hero, I decided to do a bit of math and lay out why this guy vastly underestimated his costs. “Programmers are not cheap. We were paying $4,000 – $5,000 a month for really great programmers.” First mistake, paying programmers, I’m kidding of course… His mistake was wildly […]

Should I Keep Making Games For A Studio?

Posted December 7, 2012 in: Game Development, Uncategorized

A look at the positive and negative aspects of working for an established game studio, as opposed to going indie or leaving the industry. Disclaimer: This is a programmers perspective, some applies generally. Upsides You know the people you work with love games. In a normal office setting your fellow employees can seem like they’re from a different world. […]

The Post AAA Landscape

Posted December 1, 2012 in: Uncategorized, Video Games

AAA is dying… I said it, there, you happy, cause I sure ain’t. Well I’m a bit nervous and a larger bit ambivalent. A month or so ago Polygon released a series of articles about the state of the games industry. In it the numbers paint a grim picture of publishers struggling to make decent margin off multi-million unit sellers. […]