In this video, I talk about Silent Hill Origins and how the platform you play it on matters. I also digress and discuss developing for the PSP, emulators, and the importance of doors and streaming.
Category: Developer Diary
In this video, I talk about how rumble works in most controllers, how we are taking advantage of it in Neverending Nightmares, and what we are trying to do with haptic feedback on the Steam Controller.
In this dev diary, I talk about some features you might not have noticed in the alpha 0.3 build.
In this diary, I share my thoughts about the horror in Doom 3 (and the BFG Edition).
In this diary I talk about the importance of game jams, my reluctance to do them, and what sort of games can come out of a jam.
I got a Nvidia Shield at GDC, so I thought I would try my hand at another unboxing video.
AT GDC, Epic and Crytek announced that their AAA game engines would be available at a much lower cost. I discuss what this means to game developers.
In this dev diary I talk about how the camera works in Neverending Nightmares as well as provide some general tips for game cameras. Here is some sample code for critically damped springs. Spring_Update will always move back to 0 …
In this diary, I talk about the difficulties I’ve found running an indie studio from a financial perspective especially relating to taxes and business structure. I am not a lawyer nor an accountant, so take my advice worth a grain …
Pacing a game is hard – especially a horror game. In this video, I talk about how I’ve learned about pacing from films and what I’m trying to do with Neverending Nightmares.