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 →
Abstract vs. Concrete in Game Dev
EDIT: Because people have reached out to me to ask "where did all of this happen?", I feel I need to add a disclaimer. This is not the experience of one single company, nor is it representative for the company I'm currently working at. This is 20 years of experience in the games industry, meaning... Continue Reading →