‘Pileup’ Game Postmortem
Last month I participated in the Toronto Game Jam, where game developers make a game over one weekend. The game ‘Pileup’ was made that way, with most coding done during the TOJam – the following is a...
View ArticleTop 10 Performance Killers in your AIR Application
Performance is often a key factor in a game or an application success. Slow and heavy code is more apparent on a mobile platform – often the desktop hardware will compensate with a powerful CPU and...
View ArticleCoder, Leave your ego at the door
How our ego can affect coding and architectural decisions One of the rules that I made for myself as a developer is not to get attached to my code. Really, we tend to love our creation once it takes...
View ArticleIs Playing A Waste of Time?
Like many of today’s developers, I started programming because of games. You could say playing games sparked my interest in programming, and in specific coding techniques.Lets face it – playing video...
View ArticleDo Indie Developers Need a Producer?
During my career as a game coder I have worked in large teams, small teams and also as a sole developer on indie titles. Working on my own personal projects, or any project small enough brings a...
View ArticleMake Your Own Level Editor – Part I
Like anyone working on an indie game, one part that is often neglected is level editing tool. Coders like to focus on the game mechanic and framework and will opt for some hardcoded level with minimal...
View ArticleMake Your Own Level Editor – Part II
On part 1 of this series, I outlined the basic principles of handling the content pipeline, and how the process should work. To continue, we move on to building the level. As mentioned on part 1, I use...
View ArticleJumping from Web to Mobile, Part 1: Challenges of Cross Platform Game...
For an indie developer working on game projects in the casual/social or mobile space, one of the earliest decisions to make is what platform to target. In most cases it’s a no-brainer, since the team...
View ArticleJumping from Web to Mobile, Part 2
This is a continuation of my previous post Jumping from Web to Mobile, Part 1 about planning a multi-platform game. Here I will present a blueprint for an actual port of a specific game project. This...
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