Requirements can be very problematic. Either they are too detailed, and cost a fortune to create and maintain, or they are vague, which causes confusion. One potential solution explored here is to use acceptance criteria as both requirements and tests.
Good lighting can improve the visual quality of a game significantly. In this blog post Iíll describe various techniques for dynamic 2D character lighting that are very easy to implement and donít require any additional assets (e.g. normal maps).
In this article I will try to give a list of different types of test that I think should at least be considered before development of a new game starts. This will not be a complete, all-comprehensive list, but my hope is that it will be a good start.
Anyone else feeling the hurt of asset pipelines? =)
For a good year and a half now, I've wandered around, trying to figure out what it is I want to do and what I would like to accomplish with my Indie dreams. Finally I figured it out.
The second installment of Evolving Test in the Video Game Industry. This article focuses primarily on the move from a Waterfall to an Agile production methodology and how to adjust your test teams to meet this new paradigm.