People have been asking me, for as long as I’ve been playing games and being a part of the games industry “what do we do? How do we fix this?” That is - of course - a massive question with a complicated answer. I think the first question - and the hardest question to be... Continue Reading →
One of Those Moments – The Chef
Really it's not only the chef, but so many tiny little moments and animations that make this whole still fairly limited space come alive. Ladies and gentlemen. The chef chopping an onion.
How do we fix the games industry?
In my 22 years as a game developer, I haven't managed to make much headway in the industry at large. I'm still barely beyond senior, I've seen countless very competent and skilled women leave the industry, I've barely met a Black, Latino, Asian, indigenous, mixed race, trans or non-binary person and most companies still consist... Continue Reading →
Don’t Steal It Unless You Get It
I'm going to leave process for a little while to talk about gameplay or game mechanics as the young 'uns call it. I want to talk about game mechanics and stealing game mechanics because it's all too common in my line of work that people just try to copy mechanics, or by all means the... Continue Reading →
Processes and Framework – Part 2
Projects need structure for them to work. Different parts of the project may require different processes and workflows due to the way different disciplines work. Usually producers are not the top hiring priority of various game projects, but they should be. For each discipline, art, programming, level design, game design, UX design, UI design, character... Continue Reading →
Processes and Framwork – Part 1
I know that for some, just reading processes and framework makes them ill at ease and uncomfortable. Some individuals may even scoff. “Process? We don’t need no stinking process!” Maybe not. But you want one. Not just because it is the raison d’être for producers, but because it actually improves lives. It improves the time... Continue Reading →