Technical Production

Dear Duke Nukem: Compromise Is Part of the Process

There are plenty of lessons to be learned from the decade long debacle of Duke NukemForever, but the key one here, I think, is that any creative process is going to have elements of disappointment when you launch. Things you imagined would be better but aren’t, or ideas that you hoped would flourish but didn’t. [...]


An Eightfold Path for Social Game Development

Someone asked about what it takes to create a social game. This is incredibly stripped down, but here is my basic formula I use with my clients: 1) Figure out what your fundamental gameplay dynamic is going to be as early as possible. IE, what is it the fundamental unit of play that the user [...]


You’re Still Inside a Web Browser

One major aspect of Social Platform Games that people tend to ignore is that they are all still played in a web browser.