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  • ...ons about AAA Indie Games]], and it's about how even if you think you have a lot of press and awareness, for all practical purposes, no one knows about This audio was from a rehearsal, not the actual IGS version of the talk, but that was on somebody
    2 KB (365 words) - 21:48, 21 September 2021
  • ...s grain when making works in the form is easy, and going against the grain is hard. ...activity is in some sense running the ''wrong way''; it leads us away from this goal.
    7 KB (1,149 words) - 13:53, 21 August 2019
  • ...Conference|GDC 2011]] rant was titled ''Potential Unreached'', and here's a video<ref>Huge thanks to [http://spyparty.com '''SpyParty'''] fan [http://w ...ope you weren't wearing headphones when you watched that video, or you saw this warning first!</ref>
    5 KB (874 words) - 18:39, 6 March 2011
  • I gave a talk at UC Berkeley called ''Design, Games, & Game Design (feat. SpyParty)' The talk was a mix of general design stuff, game design stuff, and [http://spyparty.com ''
    4 KB (649 words) - 02:02, 11 August 2011
  • ...tecture Review Board is mostly reactive instead of proactive, and Direct3D is the stable and mature platform that drives the features for each generation ...er bug within minutes of sitting down to write code with either API, which is just pathetic.
    8 KB (1,412 words) - 19:55, 16 November 2011