Game Development

Posted on May 14, 2006 by Doolwind

Good Game GUI Design

All games have user interfaces, from first person shooters to puzzle games and hardcore simulations. Their quality ranges from excellent down to looking like they’ve been hastily put together by programmers themselves at the end of a project.  Sometimes they seem to only be there to let players have access to the internal workings of Read More

Posted on March 24, 2006 by Doolwind

Feature Benefit To Cost Ratio

After playing Oblivion I’ve been thinking about how decisions for adding features to games are made, and how it could be improved. I think the best way to judge a feature is on its benefit to cost ratio. That is, how much it adds to the game against how ‘expensive’ it is to put it Read More

Posted on March 16, 2006 by Doolwind

Counter-Strike HDR is pointless

I love valve. Not just because they’ve made one of the greatest series of all times, but the way they generally run their game company strikes me as being the right way to do things. I also love counter-strike. Well, it’s more of a love-hate relationship, but over the past 7 years, it’s the game Read More

Posted on January 21, 2006 by Doolwind

How to keep your programmers happy

I’ve had a few programming jobs in my time and at least once in each of them I’ve had a period where I’ve been unhappy. I wondered if this was simply because I get bored easily or that I complain too much, however after talking to my colleagues in all of my jobs I found Read More

Posted on September 23, 2005 by Doolwind

Kill All Menus

I’ve recently been listening to some of the GDC 2005 presentations. While listening to Molyneux’s speech about ‘The Movies’ I heard a statement that I’m starting to hear more often. It went something like “I was playing an early build of the game and realised I was spending too much time navigating through menus”. Firstly Read More

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