Playing with Prototyping Tools

Hey readers, my name is Casey O’Donnell, I’m one of the new Toolsmiths around here. I’m a bit of a strange one, having worked in the industry, studied the industry, and now as a professor at the University of Georgia. My research has begun to focus more and more on tools, tool development, and open [...]

Debugging in the Field

Developing in-house game tools presents a myriad of debugging issues. You can’t always nail down bugs to reproducible steps (if you even have QA resources to concentrate on that). Frequently content creators will complain about rare issues that force them to reboot the tools or use bizarre workarounds then things go wrong. Remote debugging works [...]

The Dependency Question

One thing I’ve been interested in for a while is what I call “The Dependency Question” as it relates to tools. The question is, when and how do you share code between your game and your tools, specifically tools that are communicating with the game either directly while it’s running or through things like asset [...]