Making good design decisions (in the software engineering sense) is tricky. In theory, you can boil everything down to first principles and make a decision based in pure logic. But in practice, this tends not to happen very much outside of textbooks. Real projects are just too complex and messy. And many design principles exist [...]
Archive for January, 2009
A rule of thumb and a silver bullet
Posted in Software development on January 22, 2009 | 5 Comments »
Unifying multiple priorities
Posted in Management on January 20, 2009 | Leave a Comment »
Here’s a fairly common project management problem:
You need to assign priorities (or some other kind of value, say “risk level”) to a number of different project elements. You need these values to be balanced so they make sense across the entire project, so you can compare two values and have them make relative sense.
Allowing someone [...]
A game in a week!
Posted in Game development, Realtime Worlds on January 13, 2009 | 6 Comments »
It may not quite be Google 20% time, but a number of us at RTW were given last week off “normal” work, assigned randomly to small teams of 5 or 6 and set the challenge of making a complete game of our design. Without a 3D artist, my team went for “Nanotube”, a tunnel shooter [...]