Test Driven Development (TDD) has steadily grown in popularity among non-game programmers. Despite this, it has not been widely adopted in game development. Today I’m going to discuss why TDD is suited to games development and how it frees developers and designers to experiment with “finding the fun” without breaking core gampelay.
Sid Meier once said “A game is a series of interesting choices” . By focussing on the choices made by the player, we can create better games through Choice Driven Design. This focus on player choice should happen both at design and implementation time for best results. I will discuss why the focus on choices is so important, how this fits in with agile game development and give some practical ways of mapping out the choices made by the player.
A bunch of my friends are working on Edge of Twilight at Fuzzyeyes (the first game studio I worked at). They have a new video out which is quite impressive. Check it out here. I’m hoping to have an interview with a couple of the developers in the coming months. Fuzzyeyes is one of the few game studios remaining in Brisbane so I hope things move along smoothly for them.
I’ve previously talk about creating a good game GUI design. Today I’d like to hear from you. I’m interested in what people are currently using to mock up their in-game GUI’s and what they would like to see from a product to help them. Please add a comment to this blog, or email me directly with your thoughts. Below are some specific questions: Read More
Have you ever played an underwhelming game? It might be a lack of choice, depth, emergence or fun. Today I’m going to discuss why many games lack that key ingredient to succeed, giving specific examples of how Dawn of War II (DOWII) and Battlefield Heroes (BH) both miss the mark. I’ll finish up by giving you an exercise to find out whether your game is underwhelming.
Have you ever written perfect code? If so, how often does this happen? If not, why not, and do you think it’s possible? Perfect code is something that many developers strive for but few, if any, achieve. In this entry, I will discuss the set of requirements that must be met for a developer to be in a position to write perfect code.
I’ve worked with a lot of awesome people in the games industry. I’ve learned a lot from these people and I thought a great way of sharing their knowledge and wisdom would be to start a game developer spotlight. This is my first attempt, I’m interested in people’s feedback. I worked with Greg on Battlestar Galactica and on an unreleased title before leaving Auran. Read More