David Maletz's Member Blogs
So you want to make a game, despite everything everyone has told you? This blog post will explain some of the common pitfalls in game development I have encountered, and how to avoid them.
Indie to me just means that I follow my vision and don't let producers, money, or anything else get in the way of it.
Can computers learn to be creative? My experiments applying machine learning to games.
When starting development on my newest project Havencall, I did a lot of things differently than for games I worked on in the past, learning from my mistakes. In this post, I explain what changes I made, and why.
After setting up an indie development team and finishing the animation toolkit VIDE, I'd like to announce our first major game title, Havencall.
Having trouble finding the balance between frustratingly hard and boringly easy? This blog post could help...
The VIDE animation editor is complete, and Fancy Fish Games already has already started our first game using it!
Every game developer wants to know what makes a game fun. Here are my thoughts on the subject.
How to create animations for games by deforming a vectorized image, and my new tool, VIDE, which does just that.
To precompute, or not to precompute? Does the quality of precomputing illumination outweigh the ability to make dynamic and flexible scenes?
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