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.
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.
How to Story Point and run 3-week Sprints in a non-Death March manner. They might even enjoy working this way.
Software projects are often full of unseen paths and corner cases. Best Practices are to follow these when they're discovered, instead of making inaccurate assumptions that will come back to bite you later.
Good intentions are not enough. We need to weave the tale of why players should care, and users should involve themselves.
The official stance of SyncBuildRun on #GamerGate, regarding our policy of inclusiveness, diversity, and intolerance of harassment.
Paul Furio's Comments
[Blog - 07/16/2014 - 10:37]
Great article. A great MBA ...
Great article. A great MBA friend of mine once told me you deserve whatever you can negotiate for. If you want more money at the start of a new job, negotiate for it. If you want recognition, negotiate a way to get speaking engagements, PR, whatever. If you feel you ...
[Blog - 12/08/2014 - 01:44]
Testing was continuous throughout development ...
Testing was continuous throughout development so we would get bug reports daily, and had to fix Criticals and Blockers , but the days at the end were set aside so that we could drive our non-Trivial bug count to zero AND handle integration. So many people forget about integration, and ...
[News - 12/11/2014 - 09:28]
[News - 12/01/2014 - 04:31]
Alien:Isolation already proved this model ...
Alien:Isolation already proved this model can be interesting. Instead of a First Person Shooter, it 's a First Person Cower-In-Fear-Under-A-Desk-er. I look forward to a FP-Drift-In-A-Station game, though, because I don 't feel watching Gravity caused my pulse to skyrocket quite enough. r n r nSeriously. I 'm looking forward ...
[News - 10/31/2014 - 05:03]
[Blog - 10/29/2014 - 01:59]
I like the idea of ...
I like the idea of the Haunted House model, but there are development and design implications to having a bunch of interconnected systems where major characters can die, but the story can go on. A frustrating point for me was that many of the required interactions are just overblown bits ...