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Wendelin Reich's Blog   Expert Blogs

 

As an academic-turned-game-developer, I guess I'm an odd bird even by indie standards. My background is in social psychology as well as computer science. I use this background to develop highly resarch-driven character AI in C# and Unity. All my work goes into the mischief.ai middleware library, which features, among other things, lightning-fast and fully dynamic pathfinding for variable-sized characters.

 

Expert Blogs

Posted by Wendelin Reich on Tue, 27 Jan 2015 01:29:00 EST in Programming, Console/PC, Indie
Hackers vs. engineers - which is better? I learned a lesson about the absurdity of this question during the GGJ '15. I developed a hack which made me blush at first, but which turned out to be much simpler than a solidly engineered solution.


Posted by Wendelin Reich on Wed, 27 Nov 2013 09:57:00 EST in Programming
If you've read the previous parts of this series, you know how important it is to avoid heap deallocations in your C# code in Unity. Object pooling is the main technique for preventing deallocations, and constitutes the topic of this third and final post.


Posted by Wendelin Reich on Tue, 19 Nov 2013 08:07:00 EST in Programming
Part 1 provided background information and practical tips on C# memory managment in Unity. This second part, also aimed at 'intermediate'-level developers, discusses how you can uses the Unity Profiler and disassemblers to find unwanted heap allocations.


Posted by Wendelin Reich on Sat, 09 Nov 2013 11:57:00 EST in Programming
Provides background information and many practical tips on C# memory management in Unity. Part 2 introduces tools and techniques for avoiding memory leaks; part 3 discusses object pooling.



Wendelin Reich's Comments

Comment In: [News - 03/12/2015 - 12:11]

I 'm just really, really ...

I 'm just really, really happy Yoan seems willing to stay in Montpellier now that I moved here and met him coincidentally on my 1st evening : . France 's fastest growing town, sunny, beautiful, cheap when compared to Paris, full of gamedevs and geeks and whatnot.

Comment In: [News - 03/02/2015 - 12:00]

1. Let 's not let ...

1. Let 's not let this devolve into another UE4 vs Unity thread. Take a step back and appreciate that the developer tools in gamedev have become incredibly powerful, low-priced commodities. The tools really aren 't our problem anymore. r n r n2. As a happy Unity dev, it 's ...

Comment In: [News - 02/10/2015 - 02:04]

Adriaan, I actually don 't ...

Adriaan, I actually don 't think you should be the one taking all the heat here. If I 'm not missing something then this is Leigh 's article, not yours. r n r nI am perfectly willing to assume that you had good reasons to shutter your studio, and you ...

Comment In: [Blog - 02/06/2015 - 01:35]

Cool, that was a genuinely ...

Cool, that was a genuinely surprising and delightful read I also think your conclusion about human psychology is sound - at least it dovetails with what I 've read before about home base foraging in early humans. I just had never applied it to game design. :- r n r ...

Comment In: [Blog - 02/03/2015 - 01:50]

At least the F2P-side of ...

At least the F2P-side of this idea already has a name: Games as a Service. Oscar Clark has written an excellent book on them: http://www.amazon.com/Games-As-Service-Design-Better/dp/0415732506/ r n r nLiving games/Service games can only work with revenue after initial install either via paid DLC or F2P . That r ns why ...

Comment In: [Blog - 02/02/2015 - 02:37]

Blue ocean strategy is one ...

Blue ocean strategy is one way of summarizing the advice given in this article. Decommoditization is another. r n r nEither way, it 's very good advice. Run with the herd may work for the few who are lucky or who follow strategy 2 out-market the competition . The rest ...