Author: Doolwind

Posted on March 19, 2014 by Doolwind

How We Use Unity

We’re using Unity exclusively at Bane Games and are absolutely loving it. I get asked a lot about what tools we use and how we lay out our projects. Today I discuss this briefly and would love to hear about the 3rd party tools you recommend and how you make your games in Unity.

Posted on March 9, 2014 by Doolwind

Going Free To Play

We’ve spent the last few months working on a sequel to Battle Group, aptly named Battle Group 2. The game is coming along well and the team is excited to be showing it off at GDC Play this year. Other than the incredible new visuals, deeper gameplay with satellite strikes and reworked rendering system we’ve Read More

Posted on January 1, 2013 by Doolwind

Battle Group Postmortem

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 Read More

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 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 Read More

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 Read More

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 Read More

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 Read More

Newer Posts
Older Posts