Trent Polack's Expert Blogs
An analysis of systems-based, holistic game design and development and the difference between a "System Designer" and "Systems Designer".
A story of version control on a large Unreal Engine 4 project, working with the command line, and general tips/tricks for git and git-lfs.
Video games: let's mix the creative risks of mass media projects with technology that's work-in-progress alongside the game's production! What could go wrong? And why being indie and having freedom comes with a cost.
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.
After more than a decade in the professional game development industry, I thought the industry needed an injection of a different type of game. So: I wanted to do that. And so is having almost no money to do this with. Also being a CEO is weird.
I wrote a late night ramble thing on — WAIT FOR IT — systems design! Kinda. Also ghostbusters and persona and MGS5 and Far Cry 2. Which have so much (nothing) in common.
I tried to employ an actual scientific method to taking a pass at color-grading/post-stack tuning for not-super-well-calibrated monitors or non-ideal viewing conditions.
Then, shortly after starting, I was like "let's make this an article!"
I'm so d
Project management is the sexiest topic in all of game development. Seriously. It's the thing that makes us into rock stars and pop culture idols.
For real, it's boring, but it's the most necessary aspect of ensuring your project stays on schedule.
I've been in games for about ten years. Or so. All sorts of different platforms, scope (indie->AAA->beyond), etc. And now I have my own company working on a fantastic game (Steel Hunters). Here's what I've learned.
Sometimes, a CEO/Technical Director/Creative Director/Rendering Dev/Engine Dev/Game Designer just needs to talk about making a holistic systems-first design process on a mech-based video game.
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