2009: The Year of The Indie Developer?

A few days ago I went out to lunch with some friends and they brought up an interesting thought: Will 2009 be the year of the indie developer? I loved the sound of that! I’ve been an indie developer for a year and a half, and I’m seeing more and more people taking tha route. I think indie development is necessary for a healthy game development industry. Where else are people going to try weird ideas, experimental development techniques, an commercially unproven designs? I think it’s a sign of maturity that we’re seeing a need filled by independent development next to the Maddens and Worlds of Warcraft and other chart-toppers. ...

Stranger in a Mac Land

I’ve worked with many operating systems over the years: from the humble CP/M, to early versions of DOS, to Windows 3.0 (if you can even call that an OS), along with many different versions of Linux since 1993, a smattering of VMS, and, of course, all the recent flavors of Windows. But somehow, I always managed to avoid Apple operating systems. Starting iPhone development was a bit of a change since it required me to work exclusively under OSX and use a new IDE (XCode). I had talked to people who found the change very cumbersome and found the new environment got in their way, so I approached it with a bit of trepidation. ...

Prototyping for Fun And Profit

Prototyping for Fun And Profit

So here we are, ready to start development of our first game. We have the time, the resources, and the game idea itself. Where do we start? Since both Charles and I are tech guys, we knew we could implement our game idea without any problem and make it sing and dance at a silky-smooth 60 fps. But would it be fun? Now that we have these brand-new designer hats, finding that always elusive fun factor is a big concern. The idea of waiting for a couple of months before we could tell if our game idea was fun seemed too risky, so we tackled that problem first and head-on by prototyping. We could start at the bottom, write some low-level input handling, some graphics rendering, a basic asset pipeline, and all the other usual suspects. The problem is that, even if we try to keep things as simple as possible, it would still be several weeks or even months before we can actually start implementing the game itself. And even when we do, we’ll always be running up against incomplete technology and having to spend time fleshing it out as we try to make a game come out of the other end. Instead, we decided to start with a prototype. This isn’t supposed to be a “prototype” that eventually morphs into a shipping game, or a prototype that uses the same technology as the production code, or even a prototype that’s used to impress the big-wigs to squeeze some money out of them (ha!). No, all that stuff detracts from the ultimate goal of our prototype. Our approach was very similar to what Chris Hecker and Chaim Gingold described in their GDC presentation. We had the need to answer one very specific question: “Is our game idea fun?” And we wanted the answer as quickly and cheaply as possible. Everything else was secondary. ...

Bringing Back The Dream

Bringing Back The Dream

A lot of people have a particular moment or experience that defined their future. It can be anything: reading a particular book, traveling through a different country, meeting somebody special, or going through a very painful (or happy) experience. For me, the future crystallized on a Fall afternoon in 1985, when I sat in front of an 8-bit computer at a friend’s house. It was the beginning of a long personal journey. ...

The Winds of Change

The Winds of Change

E3 is just around the corner, so we can expect to finally get the official announcements of Microsoft’s next-generation console, and maybe even Sony’s. That will mark the official transition into the next generation. And this is not just another console generation transition. This time it’s bigger. Much bigger. ...

So You Want to Be a Game Programmer?

So You Want to Be a Game Programmer?

I often get email from people looking to get their first job in the game industry asking me for advice. What are companies looking for in candidates for entry-level programming positions? How come it’s so difficult to land a job? I can’t answer for the industry as a whole, but I can certainly tell you what I am looking for when trying to fill an entry-level programmer position. ...

Optimizing the Content Pipeline

Optimizing the Content Pipeline

A successful game needs to provide top-notch content, and the best way to provide it is to optimize the content pipeline so that artists and designers can create, preview, add, and tweak new assets as easily and rapidly as possible. ...