Benjamin Quintero's Blog
Serious Games and some Independent stuff whenever I'm feeling inspired. Engineer who does a lot of software systems design for military procedural training simulations, VR, haptic devices, networking, graphics, AI, tools, and all that jazz and more. I drink tea, not coffee. Now you know everything...
The game development industrial revolution has transitioned us from product laborers to middleware consumers. good or bad?
Do core teams make sense for small business?
Though some of these are arguably a multiple year affair, 2014 is the year that I felt affected by them the most.
The question of what to do when the job titles run out is one that I'd imagine we all have to ask ourselves one day... I didn't think it would come so quickly.
Credits are timestamped but code lives for years.
A winded post about why the media's behavior these past weeks have been upsetting, and why it's their responsibility to be the voice of gentle reason above all else.
Benjamin Quintero's Comments
[News - 04/27/2016 - 02:32]
never trust a filthy client, ...
never trust a filthy client, you don 't know where it 's been. :P r n r nclient-auth certainly makes networking much easier. you can almost code the game like a single-player experience. server-auth requires a significant effort to visually fake events while you wait for the final answer from ...
[News - 04/25/2016 - 11:07]
[News - 04/20/2016 - 03:56]
The price of anything is ...
The price of anything is what someone is willing to pay. With games sadly that price is often as little as possible.
[News - 01/06/2016 - 05:09]
This is the classic Internet ...
This is the classic Internet reactions of, OMFG it 's not free Let 's crap on it . r n r nGive it a week and the news will change... I personally won 't be buying into VR but there are plenty of people with 600 burning a hole in ...
[News - 01/06/2016 - 05:25]
meh, consider yourself lucky. r ...
meh, consider yourself lucky. r n r ni don 't think any company in their right mind would purposely price themselves out of the sell-able market. If they came out at 600, it 's because that is what they could afford or what they think they can sell it for ...
[Blog - 12/03/2015 - 06:12]
Yes to everything.. r n ...
Yes to everything.. r n r nThe funny thing though is that these issues are not unique to the video game industry, it 's really more of a general engineering problem. Having worked in Games, Serious Games, and Research for many years, I can say that those industries are not ...