Global Game Jam 2011, a post mortem

Over the weekend I locked myself away at the Art Institute of Seattle with the hopes of creating a compelling game in 48 hours. Now that the Global Game Jam is over I’d like to share the fruit of my labor and some parting thoughts. Eat, Prey, Love The event’s theme was “Extinction” so we all had to come up with game ideas around that concept. My team settled on a puzzle game where you match different links in a food chain... Read More

What are XNA Game Components?

Recently, while working with XNA I came across a few classes I hadn’t noticed before. It turns out that interfaces I often write myself, IUpdateable and IDrawable, already exist. When I found them I wanted to know more. They rarely appear in the MSDN code samples I’ve seen, and searching online, it appears most people are as perplexed as I am about what to do with them. So after playing around with these interfaces and their sibling the GameComponent... Read More

5 Reasons I’m Excited to Develop Games for the Windows Phone

Microsoft's Windows Phone 7 1. Write games using C# I don’t want to start any fiery debates about programming languages, as clearly many languages can get the job done when it comes to game development. That being said, after making games in many languages I hold a special place for C#. The language is strongly typed, which in my opinion helps catch certain kinds of errors and makes for more readable code. Even better, the language has seen... Read More

Adopting a Component Model for Game Development

For Colorfull one of my goals was to explore the component design pattern for game architecture. For those of you who are unfamiliar with the pattern it goes something like this: Instead of using inheritance to add new types of behavior to game objects, the component model seeks to extend a game object’s behavior by adding or removing components. Thus, if you want objects to be affected by gravity you might add the GravityComponent. In... Read More