Category: Game Development

  • Criticism

    “If you’re not your own worst critic, you’re probably not very good.” This is a quote I’ve told people about for years. But in all honesty it’s always been more of a reminder to myself more than anything. A reminder that perfection in the hearts of creators is unattainable, including myself, but that’s the point.…

  • There’s A Knock At The Door

    Imagine you’re sitting in your home, doing something casual, you’re not using much effort or thought. Then there’s a knock at the door. Who’s knocking at your door?What do you do?How does it make you feel? You’re immediate answer might be something like— “I don’t know, who is it?” —and that’s a totally acceptable and…

  • Morning Power Cycle 003 – Are Mech Games Even A Genre?

    It’s a good question really. If I were to list the first 5 mech games that came to my mind they would span across several known genres of games, from first person shooters to turn-based role playing games. So can mechs really be called a genre in the first place if it can be applied…

  • The Hypothetical Cost Of A Hypothetical Game

    As of the writing of this blog post we all live in a hyper-connected world by comparison of when commercially available (and viable) games started to be produced (1980s or so). I recently read an article that briefly mentioned how starting a game development studio in the 90s was a relatively simple endeavor, as well…

  • Sound High Level Thoughts Pt. 3

    This is the third and probably final blog regarding the topic started a little while ago, please be sure to check those out if you haven’t seen them yet. Thanks! Let’s refer to this breakdown image again… In the last blog post we talked a little bit about how pairing 2 parts of the soundscape,…

  • Sound High Level Thoughts Pt. 2

    Picking up from yesterday’s blog where we discussed part of my presentation on high level audio concepts in game audio. I got into a little bit of what each part of game audio can be utilized for on their own, and today we will explore more high level thoughts on how combining the elements can…

  • Sound High Level Thoughts Pt. 1

    A few months back I was given the opportunity to put together and present a talk to the whole studio about game audio. It was pretty fun to put together. However trying to not go over 20min meant that I had to keep it fairly high level regardless of how much I really wanted to…

  • Focus

    Especially in the modern era, there are a number of distractions that come up almost every second. It is one reason I think being able to focus on a task has become one of the most vital skills when it comes to game development or really any task that you want to accomplish. Here are…

  • Momentary Stars

    (Blogtober Day 11) Something that took me a while to really understand in sound design and mixing is how to find the restraint that is sometimes needed to not make everything loud all the time. It’s a super easy trap to fall into, and boy did I ever fall into it early in my career.…

  • Applying Vonnegut To Gaming Pt. 2

    (Blogtober Day 10) So picking up from yesterday’s Blogtober entry applying some creative writing tips from the late author Kurt Vonnegut and seeing if I can apply them to game development… “Start as close to the end as possible.” This is an interesting one to try to apply to game development as there can be…