Video Game Industry Predictions 2013

January 2, 2013

Well, the world didn’t end (of course) so it’s time to look to the next twelve months and predict what we might see in 2013. Below are my predictions for the video game industry in 2013.

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Battle Group Postmortem

January 1, 2013

Battle Group is out and selling well. Today I’m going to give a basic run down on want went right and wrong with the project. For those that don’t know, Battle Group was our (Bane Games) third game together and was released simultaneously on 4 platforms: iOS, Android, PC and Mac. Since it’s release we’ve [...]

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Game Developer Graduate Exhibition Tips

January 8, 2012

I’ve been to countless video game graduate industry nights over the past five years. I started out scouting talent for the companies I was working for and now I’m always on the look out for talented developers to work with on indie games. The talent and games coming out of these graduates has steadily increased [...]

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Separation of Gameplay

December 8, 2011

I’ve worked on three different game engines and all have had gameplay and engine intertwined throughout the source code. In Unity, all game objects inherit from MonoBehaviour giving them full access to the power of Unity (and forming a hard link between game and engine). Recently, I’ve moved away from this approach to a better [...]

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Becoming A Better Game Programmer

November 8, 2011

Over the past 12 months I’ve worked as the sole programmer on the three games we’ve made. I’ve just started up a new project with a fellow programmer and found that I’ve picked up some bad habits in those past 12 months. I’m continually trying to make myself a better game programmer and today I’m [...]

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Targeting 4 Platforms Simultaneously With Unity

October 27, 2011

We’ve just released Battle Group on four platforms simultaneously. Porting is usually a lengthy process that I hate to do. I quit my job in the mainstream video game industry partly over being forced into porting one of our latest games. Thankfully this is not the case when porting with Unity as the time required [...]

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Game Industry Retrospective 2011

September 12, 2011

I’m sick at the moment which has forced me to stop working while I rest and recover. At times like this I find myself becoming retrospective and looking at how things are going in my game development life. I thought I’d share my thoughts on where I think things are going well (and not so [...]

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When Is Your Game Finished?

August 25, 2011

I attended Freeplay Independent Games Festival on the weekend and had a chance to try out Antichamber for a little over an hour (sorry to all the people in the queue behind me). We were there to show off Battle Group as we were a finalist in their indie game competition. Part of my discussion [...]

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Game Connection Thoughts

March 11, 2011

I spent last week at GDC and 1.5 days of that in Game Connection. I was taking prototypes Bane Games’ next games to show publishers to see if we could get a funding or publishing deal for them. Today’s article is my thoughts about Game Connection and whether other Indie’s should go next year.

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SOLID Principles For Game Developers

February 28, 2011

The SOLID principles are a set of 5 software development principles coined by “Uncle Bob” (Robert C. Martin).  They are a set of guidelines for Object Oriented Design (OOD), specifically for class design.  They are widely used by agile business programmers however they are generally unknown amongst game developers.  This article describes the principles and [...]

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