Posted on March 17, 2010 by Doolwind

Fun Over Features – Manifesto for Agile Game Development

I spent the first two days of GDC undertaking my Scrum Master Certification.  As part of this course we had to add an extra item to the agile manifesto.  I came up with the concept of “Fun over Features”.  Focus on finding fun within your game rather than just adding features in the hopes “fun” will emerge out of the features in the future.

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Posted on February 22, 2010 by Doolwind

Finding Indie Game Developers

Back in 2006 I wrote an article detailing one of the biggest problems I saw with indie game development.  Since then, I’ve seen a rise in another problem that I’ll outline today.  This problem stems from the lack of communication within the indie game industry and I look for possible solutions.

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Posted on February 12, 2010 by Doolwind

Best Graphics Programming and Game Programming Blogs

Below are a collection of Blogs relating to game development, primarily graphics programming. Use your favourite reader (eg Google Reader) to read them.  Know of any blogs not on the list that you can recommend? Add a comment and I’ll add them to the list. Big thanks to Damian Trebilco for help with the list.  The blogs are listed alphabetically rather than by any preference of mine.

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Posted on February 3, 2010 by Doolwind

Fluent Game Design With Fluent Interfaces

Game designers often find themselves writing code in modern games.  Often, they have little to no programming experience and therefore must be taught the basics of programming (sequence, conditionals and loops).  I propose utilizing a technique that simplifies the code written by game designers in their games.  This technique is known as “Fluent Interfaces”.

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Posted on January 14, 2010 by Doolwind

Where Is Virtual Reality?

Have you ever used Virtual Reality?  Whether the big cumbersome headsets in the early 90’s or the sleeker more refined technology of today, chances are you’ve encountered virtual reality in your travels.  It was touted as the “next big thing” in computers and was expected to be in every home but it never eventuated.  Today I’m going to discuss what virtual reality means for gamers and game developers.

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Posted on January 7, 2010 by Doolwind

Building A Strong Indie Game Development Team

Are you looking to set up an independent game development team?  You’ll need a team that covers all areas of game development including programming, art, design, sound, project management and business.  You need to pick the right people that can work together for months or even years.  Below are some tips for putting the right team together to increase your chances of success.

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Posted on December 27, 2009 by Doolwind

Top 10 Software Development Books

Good software development books are hard to find. I’m always being asked which books I recommend so I thought I’d compile a list of my favourites. These are books every software developer should read. All of these books have made me a better programmer. The list covers everything from the basics of coding to agile development and architectural software development.

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Posted on December 7, 2009 by Doolwind

How To Make A Game (For Free In XNA)

Do you want to learn how to make your own computer games?  Not sure where to start?  This step-by-step tutorial shows you how to create your own games for free using XNA.  I’ve been asked by a number of people what the best route to take when learning to develop games.  The following tutorial will give you a good start towards creating your first few games for PC and Xbox 360.  I cover the software you’ll need, a list of tutorial both in C# and XNA and other helpful links.

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Posted on November 25, 2009 by Doolwind

Pragmatic Game Development

Games take a lot of time and money to create.  Many companies can’t afford this ever increasing drain on their resources, particularly independent game developers.  Developers need to become more pragmatic in the way they developer their games.  This article describes the steps we’ve been taking to focus on releasing a good game, in the shortest time possible.

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