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June 15, 2019
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Dru Erridge's Blog

 

Dru is an engineer & co-founder at Gamebreaking Studios, a consulting & contracting company with a deep specialization in backend service engineering for the games industry.  Most recently, he worked as Tech Lead of the Player Behavior team at Riot Games, where he worked on matchmaking and game flow for League of Legends, as well as building systems to prevent hate speech and disruptive behaviors.  Prior to that, he engineered and directed development of multiplayer action/strategy game The Maestros as part of the Systence Games team.  He's also a proud alum of USC's CS Games program, and lifelong evangelist of the Real Time Strategy genre.

 

Member Blogs

Posted by Dru Erridge on Mon, 10 Dec 2018 09:41:00 EST in Business/Marketing, Design
Like most players, knowing that players can pay for power in a game of skill make me feels gross just on the surface, but let’s talk about how it manifests in still stranger ways below the surface.


Posted by Dru Erridge on Thu, 04 Oct 2018 05:28:00 EDT in Programming, Console/PC
A detailed, but practical take on transferring bits and networking architecture for an RTS.


Posted by Dru Erridge on Tue, 22 May 2018 10:02:00 EDT in Programming, Console/PC, Indie
A practical approach to problems making group movement feel good and coordinated in an RTS style game.



Dru Erridge's Comments

Comment In: [Blog - 05/23/2019 - 10:14]

I love seeing more automated ...

I love seeing more automated testing in games : Nice article, and cool test apparatus

Comment In: [Blog - 12/10/2018 - 09:41]

There 's a lot of ...

There 's a lot of valid viewpoints on differing ideas of fairness. For instance, I think centering around games played is a perfectly valid concept of fair. With that said, matchmaking systems and ideas of fairness that don 't trend around matching players of similar skill will under-serve the unskilled ...

Comment In: [Blog - 10/04/2018 - 05:28]

That 's a great question, ...

That 's a great question, haha. From a networking perspective, Unity Unreal more or less follow the same model, so you 're effectively going to run into the same problems I 've described above. r n r nThe most practical situation, where you take an approach similar to what we ...

Comment In: [Blog - 05/22/2018 - 10:02]

Hey Robert, r nThanks for ...

Hey Robert, r nThanks for passing those along. I 'm really looking forward to the next opportunity I have to tackle this problem from the ground up because techniques like this really fascinate me and are much more generalized than what I 've had to do for The Maestros. Also, ...