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Archive for the ‘Tools’ Category

Part 6 (final part) of “Building World-class Art Tools” from Develop 08
The more you’ve invested in a tool, the more projects you want to use it on, to recover that investment.  This means in turn that it’s harder to anticipate everything the tool must do: each project will be different.  You want to try and [...]

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Part 5 of “Building World-class Art Tools” from Develop 08
Today’s post has been a particular pleasure: one of those special times when writing changed my mind.  At my original talk at Develop, I said “use Model View Controller”, loud and clear.  I even made it key message number 8:

In the talk, I was short of [...]

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Part 4 of “Building World-class Art Tools” from Develop 08
This post boils down to one simple headline: don’t use C++ for game tools development.  But nothing is ever quite that simple – so if you have time, read on
Think
That headline is deliberately provocative, but all I really want you to do is think.  [...]

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Part 3 of “Building World-class Art Tools” from Develop 08
Last time round I argued that it’s increasingly worth investing in content creation, and before that I pointed out that your first solution should always be to buy the best that money can buy (and secondly to extend an existing commercial product).  Today, however, I want [...]

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Part 2 of “Building World-class Art Tools” from Develop 08
I’d like to take you back in time momentarily, to older games.  The further back you go, the less significance content creation held – far enough, and the very term “content creation” presumably didn’t exist.  Limited storage space on the hardware must have played a role, [...]

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Part 1 of “Building World-class Art Tools” from Develop 08
Before I talk about how to build great in-house tools, I want to talk about why to build in-house tools, or looked at another way, why not!  Understanding the motivation and reasons behind doing your work, whatever that work may be, is always of critical importance.  [...]

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