How to Start Programming

Posted June 29, 2016 in: Programming, Technology, Uncategorized

Step #1 Figure out what you want to make. The first step to any program is figuring out what you want the program to do. You don’t need to know everything but you do need to know the basics. Will it be a game? Will it be a command line utility? What does it let […]

Why Not Unity?

Posted April 18, 2016 in: Game Development, Programming, Uncategorized

At some point every developer has to make this decision: Write my own engine or use Unity/UE4/Insert Favourite Engine Here. The decision always depends on your past experience. When starting out, many people try to write their own engine and get buried in the sheer volume of new information and problems to solve. When experienced, […]

FF7: *Spoilers* Aerith

Posted December 16, 2014 in: Game Design, Uncategorized, Video Games

Her death is a powerful moment for many players, but why? I personally didn’t care when it happened because she felt very one dimensional and I wasn’t invested in her character. However I can understand why other players would care. Investment is a key part in understanding why this event was a big deal. Aerith […]

Rayman Origins: Style Over Substance

Posted December 8, 2013 in: Uncategorized, Video Games

The buzz around Rayman Origins at release was huge. People described it as an excellent platformer, whimsical, fun, important. With the release of Legends I realized I had a copy of Origins on the Wii, that had gone unplayed. This morning felt like the perfect time to try it out. Now about 3 hours later, […]

What is Art?

Posted October 25, 2013 in: Game Design, Uncategorized

This question came up in conversation the other day, and got me searching for the answer. It may not seem relevant to games at first. Bear with me and we’ll bring it back around. Beauty The common assumption is that anything pleasing to the senses is art. Yet this falls through when considering that many […]

Need for Speed Most Wanted

Posted October 11, 2013 in: Uncategorized, Video Games

Otherwise known as the best Need for Speed game ever made, and my favourite racing game. I’m writing this while gettin’ fired up to some sick 2005 beats. Let’s look back at what made it special. Why it’s better than Burnout Burnout is about crashes, it fetishizes crashes. There’s a historical reason. Damage models were […]

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 […]


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, […]