Data Driven is Half The Battle

I was recently invited to do a talk at Game Forum Germany, and the talk I gave was called “Data Driven Is Half the Battle.” I’ve made the slides available on my website if you would like to take a look. The purpose of the talk was to show that just making game systems data [...]

Reason 4 of 6 – Complicating the Interface

This ongoing series delves more deeply into each of the “six reasons your game development tools suck” as argued in my very first post. A lot of clutter in a tool’s user interface can be very confusing. When a user needs to scan the toolbar for a specific button to do something very routine, that’s [...]

Reason 3 of 6 – Leveraging the Wrong Technology

This ongoing series delves more deeply into each of the “six reasons your game development tools suck” as argued in my very first post. At one company I worked for, we wrote our level design tool, as well as a cinematic tool on top of Maya.  The idea was that Maya already had an interface [...]

Reason 2 of 6 – The System Model of Design

This ongoing series delves more deeply into each of the “six reasons your game development tools suck” as argued in my very first post. Two of the most important concepts in software engineering are abstraction and modularity.  Abstraction allows us to categorize problems and write general code to handle all problems within a group, while modularity [...]

XSLT as a Development Tool

Some time ago, I decided to write a small C# “wizard” tool for enemy encounters and other level design patterns.  The idea was to create pattern types, that designers could define with a small amount of data (different for each type of pattern) that could be exported into a much more complex xml format that could describe when [...]

Building on the Cloud

Over the past few years, cloud computing has become the next big thing for enterprise software.  The ability to easily scale resources to meet the needs of the end users cheaply is very attractive.  Amazon, Sun, Google and now Mictrosoft (among others) are all offering cloud computing solutions.  I’ve recently been playing around with the AWS (Amazon [...]

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 [...]

Reason 1 of 6 – Design As You Go

This ongoing series delves more deeply into each of the “six reasons your game development tools suck” as argued in my very first post. Many game companies struggle with delivering tools quickly and cheaply.  Money is always an issue wherever you go.  After all, the bottom line is what keeps a company afloat and it’s employees [...]

Rethinking Asset Control

Many of the available source control solutions out there are great if you are a programmer.  Both Subversion and Perforce adequately handle the storing of assets, but neither is very friendly to creative types.  How often do “bad checkins” happen because some new and obscure file created on the user’s machine didn’t get added?  Or maybe [...]

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? [...]