Sharing code with p4share

Recently Insomniac Games has expanded to include a second studio in Durham, NC. Durham has their own Perforce server instance to support engineering and asset production for their titles. While the Core Team (engine and tools engineering) is still located in Burbank, Durham has a small group that add features and improvements to help get [...]

Doing The Math

In response to Dan’s post on when to rewrite vs. refactor existing tools, I wanted to point out what I felt was a key section: Now comes the real decision point though.  Does a rewrite make sense for the current project or should it be put off for a later time? If you’re in beta, rewriting a [...]

Indie Game Tools

A lot of what gets talked about in the “professional” game development sphere is the high-end high-priced tools or those that were developed internally by a dedicated programmer or team of programmers.  Where does this leave the smaller groups that are popping up now, those that are developing primarily for the iPhone or the web? [...]

When to Throw in the Towel

I got an email recently asking for my advice on bug fixing vs. completly rewriting a broken tool.  The email described  the complexity of the tool in question being caused by the addition of new features on top of an already shakey starting point.  This sort of problem always comes down to time and money.  The perception among [...]