(I’m quoting a very handy short extract from Clinton Keith’s December 2007 Gamasutra article, so that I can find it again easily later. Clinton is/was the CTO of High Moon Studios, and is probably the most well-known proponent of Scrum in the games industry. Rather than wade through the whole […]
dev-process
First, check whether I can actually render Korean characters. I know that Unicode supports nearly all of the glyphs (or, more correctly it seems, “ideographs”) needed for Chinese, Japanese, Korean (typically abbreviated as “CJK”) – but I also know that MS Windows fonts are infamous for missing some/most/all of the […]
Thinking about the B-word recently … it seems that Bureaucracy doesn’t solve any problems; all it does is organize the solutions you already have, to make them more effective. Which I think is why bureaucratic procedures MUST be updated, changed, revised, and replaced on a regular (almost frequent) basis. I […]
a.k.a. how some Publishers view independent Developers This is a quote found buried in the middle of the otherwise completely unrelated, but sometimes highly amusing, “rant to end all rants” about the rise and fall of the talent and skill of the people within the Ruby on Rails development community: […]
(As spotted in last month’s Game Developer magazine’s Inner Product column. Good enough that I wanted to draw some attention to it, and hopefully add a bunch more of these good ideas as I come across them / remember them) Most games, when they crash hard enough, memory dump. The […]