Let’s Talk About My Build
Here’s a sad fact: until just a couple months ago, my daily driver was an AMD Phenom II X6 1055T. It had served me well since 2011 and miraculously held its own up until its retirement. Honestly the chip still works mostly fine, even if its missing some core code libraries that prevent it from […]
Let’s Talk About E3
I still remember 2007, that dreaded year when E3 was gutted and shoved into the Barker Hangar in Santa Monica. Nobody showed up. Nobody cared. This wasn’t the E3 we knew, or wanted, no matter if you were a developer, a journalist, or just a gamer. It sucked. It felt as if the life was […]
Let’s Talk About the Game Awards
The Game Awards, hosted by Geoff Keighley, were last night and I have some thoughts. I’m not normally one to put my thoughts down in writing, but I can see the direction the media is pushing the public image of the industry and I think it’s worth keeping an eye on if you’re a developer.
Mondrian Dynamics Part 2 – Risk Reward
“Difficulty” is a tricky thing to describe when it comes to videogames. Plenty of games have one base-level of difficulty throughout, and it can’t be adjusted, so you better get good. Other games follow the Easy/Medium/Hard model (or sometimes “I’m too Young to Die” through “Ultra Nightmare!”). Recently we’ve seen the creation of assist modes […]
Mondrian Dynamics Part 1 – Color Theory in Action
Dynamic Generation is a technique used in gaming to create randomized experiences any time you play. Learn about how Mondrian – Plastic Reality uses dynamically generated color to create striking visual effects.