Scott “Impossible” Anderson is an engineer at Sledgehammer Games, having worked on Call of Duty: Advanced Warfare, and was recently interviewed at We Are Game Devs, a site that highlights the various unsung and underrepresented talent who help create some of the fastest growing interactive entertainment on the planet.
Aside from his day-to-day responsibilities . . . → Read More: Interview with Scott Anderson of Sledgehammer Games
In the past, my game development project plans have been little more than to-do lists of tasks and features. I had no real deadlines and no idea when anything would be done. I basically picked a date for the entire thing to be finished without any real sense of how realistic it was, and then . . . → Read More: How to Create a Game Development Project Plan
I know I’m a bit late to the New Year-themed posts, but I spent the last week thinking and working on my plan for the new year.
But first, I’d like to talk about 2015.
What Went Well in 2015?
First, I learned about a lot of stuff.
I read 54 books, which is . . . → Read More: 2016 Will Be Different
I’ve written in the past about designing games for color blind players because I believe accessibility is important. It doesn’t take too much effort, and a significant number of players will appreciate it.
Alan Zucconi wrote a multiple-page, interactive tutorial on making your game accessible to color blind players.
He provides a shader that . . . → Read More: Making Your Game Accessible to People Who Are Color Blind
Ludum Dare #33 is months old, and the next Ludum Dare is about to begin. It’s about time I wrote a post-mortem about the game I submitted.
The theme was “You Are the Monster”, which, as usual, caused a lot of panic among the participants who worried that it was impossible to make a . . . → Read More: LD33: Free Me, You Idiots! Post-mortem #LDJam