I have been learning more about UX design through hands-on experience, and at this summer’s Christian Game Developers Conference I offered to consult with anyone interested in UX design recommendations for their game.  The first to take me up on my offer was Michael Steffen of Lantern Tower Games, and thus my first game-related UX design consultation was for his team’s game, Telmahre , one that those who loved Myst or The Longest Journey series would enjoy. 

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A struggle that software development teams have faced since time immemorial is the balance between feature development, bug fixing, technical debt, innovation, etc.  Under aggressive deadlines, it can be easy to fall into the trap of focusing almost full-time on feature development and then having to set aside weeks or months for full-time bug fixing, technical debt, and innovation in order to catch up, potentially causing stress for the team because of pressure to return to feature development.

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TL;DR – Just want to see the final design?  Jump down to the “Prototyping” section below!

Over the past couple of years, I was considering what particular contributor role I would best enjoy in game development.  I had been a programmer for most of my software career, and while I still enjoy implementation tasks I am completely fine letting someone else deal with the code-level details (especially the debugging). 

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Originally posted on 10/15/10 on Mrrrdev.

 

A world of possibilities opened up before me as a computer science major. Once I had room for only one major-related course of my choosing, and now I had room for seven. I filled my next year with what I considered the “game development trinity” – software engineering, computer graphics, and artificial intelligence – and loved every minute of them.

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