Blog

  • There’s A Knock At The Door

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

  • You Can Do Anything Except That

    Some of the most disciplined people I can think of are fiction writers. To assign yourself the task of producing hundreds of pages of compelling original content — consistently, on a schedule, while also being your own harshest critic — seems like it would require not just a creative muscle but a kind of self-discipline…

  • The Hypothetical Cost Of A Hypothetical Game

    There’s been no shortage of conversation online in recent years about game revenue — new monetization models, rising prices, season passes, microtransactions, the economics of live service. What’s talked about considerably less is the other side of that equation: what it actually costs to make a game in the first place. Most publishers stay quiet…

  • Sound High Level Thoughts

    A few months back I was given the opportunity to put together and present a talk to the whole studio about game audio. Keeping it under twenty minutes meant staying deliberately high level — which was harder than it sounds, because audio is one of those topics where every thread you pull leads to three…

  • Staring At The Summit

    (Blogtober Day 12) One of my favorite books that delves into the history of game development is Ken William’s “Not All Fairy Tales Have Happy Endings: The Rise And Fall Of Sierra On-Line.” Despite the rather long name and somewhat busy cover, this book was a pretty fun and interesting read. Ken Williams and his…

  • 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…

  • Applying Vonnegut To Gaming Pt. 1

    (Blogtober Day 9) Something I maybe have a bad habit of doing is finding a concept, opinion, or soft guideline talked about in one creative industry and considering how it might be applicable to game design and development. I’ve done this almost subconsciously for a while and I tend to keep it to myself these…

  • A Few Approaches To Directing Actors

    (Blogtober Day 8) Directing actors is a skill on it’s own. Although admittedly it can often seem simple particularly if your only experience witnessing the skill in action is in a professional studio, with well experienced actors, and a talented director who has been working with them on various projects over several years. That is…

  • Generic Can Be Another Word For Useful

    (Blogtober Day 7) Generally speaking voice over is recorded in sessions ranging from 2 to 4 hours in length. Typically the aim is to record somewhere in the ballpark of 200+ lines in 4 hours, although depending on the complexity of the lines that number could go down, or even up as high as 400+…

Got any book recommendations?