Posted on May 11, 2012 by Doolwind

Game Developer Interview: Alex Norton – Game Programmer

Brisbane has had a lot of success with indie games over the past few years. From Halfbricks’ Fruit Ninja and Jetpack Joyride to Defiant Developments’ Ski Safari just a couple of weeks ago. Hoping to follow this success, Alex Norton has just started a Kickstarter campaign for his game, Malevolence. I decided to interview Alex to see how his project is a little different to the typical Indie game. Read More

Posted on January 8, 2012 by Doolwind

Game Developer Graduate Exhibition Tips

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 with every passing year. I’m constantly surprised by the quality of work of many of the teams given their limited experience. However, I keep seeing the same mistakes being made each year and thought it was time I shared some basic tips to reduce these recurring issues.

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Posted on December 8, 2011 by Doolwind

Separation of Gameplay

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 “separation of concerns”. I completely separate out the gameplay making it engine agnostic. This has worked well and I plan to use this approach for most of the games I create in the future. Today I discuss this separation of gameplay and why I recommend others make the switch.

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Posted on November 23, 2011 by Doolwind

Test Driven Game Development Experiences

We’ve just wrapped up our first game that employs full Test Driven Development (TDD) practices. I’ll share my experiences, good and bad, now that we’re completely finished the first version of the project. I’ve spoken previously about Test Driven Game Development (TDGD) but a lot of that was theoretical so today I’d like to give some more concrete thoughts on how TDGD helped with the creation of Battle Group.

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Posted on November 8, 2011 by Doolwind

Becoming A Better Game Programmer

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 sharing my thoughts on this topic.

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Posted on October 27, 2011 by Doolwind

Targeting 4 Platforms Simultaneously With Unity

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 is measured in days rather than weeks or months. Today I’ll share my experiences porting Battle Group with Unity.

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Posted on August 25, 2011 by Doolwind

When Is Your Game Finished?

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 with Alex was about our when our respective games would be “finished”. Today I’m going to explore this a little further.

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Posted on February 28, 2011 by Doolwind

SOLID Principles For Game Developers

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 frames them in common game development situations.

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