Paul Furio's Blog
Founder and CEO of SyncBuildRun, an Indie Episodic Gaming Startup in Seattle, WA. I'm a 19 Year Software Deveopment Vet, making games since 1999, and leading teams for the past five years.
Why are we choosing to make Episodic Games? What do we interpret as Episodic? What's so important about weekly Episodes?
Why does management do seemingly insane things? Why do we push for E3 demos that we know are throwaway code? Why are startup people so weird? They're insane, but in a way that keeps a business afloat.
SIx months into my game studio startup, I share my thoughts of what went well and what went not so well.
I share three lessons and guiding principals from world class leaders for ensuring that my projects are successful.
Part 2 of 2 in a quick series on how we organize and architect our screen management classes for easy extensibility and control. This post focuses on an Animation sequencer.
Part 1 of 2 in a quick series on how we organize and architect our screen management classes for easy extensibility and control.
Paul Furio's Comments
[Blog - 06/03/2015 - 03:47]
This is great news. We ...
This is great news. We have a log of legacy AS3 code, and porting it to OpenFL/Haxe will be a much lower cost than a port to C for Unity. Being able to hit consoles is a big plus for us. Thanks
[Blog - 06/01/2015 - 02:30]
Those are excellent points, and ...
Those are excellent points, and we 're already addressing those in our planning, especially the what do players do in-between episodes I understand the binge phenomena, and that will happen. Players can pick up our game mid-season or end-of-season and binge all the content released to that moment. That 's ...
[Blog - 05/20/2015 - 02:13]
An excellent post. You have ...
An excellent post. You have to figure out what Agile Process or other tracking process works well for your team. As soon as you hit a certain critical mass size as a company, this will be ingrained as part of your culture, and new team members will be incentivized to ...
[Blog - 05/11/2015 - 05:14]
[Blog - 04/20/2015 - 01:22]
[Feature - 09/03/1999 - 12:00]
A great reminder of how ...
A great reminder of how difficult network programming was in 1999-2000. I remember doing Internet-Multiplayer racing games for up to 4 players over a 33kbps modem, and realizing how difficult that was. Sending relatively tiny packets 5 times per second was the best we could hope for. r n r ...