Have you ever wanted to create hundreds of levels without the hassle of handcrafting them? Then this episode on Procedural Generation is for you. In this episode we talk about the pros and cons of using a procedural system and some best ` practices for creating a procedural generation system.
We had the pleasure of snagging an interview with fellow TDLers, Elisabeth Heed and Stephen McCallum, from across the pond in Glasgow, Scotland. In this episode we talk about how the freemium game model, which is rapidly monopolizing the various app stores, can be seen as having very negative effects
“The Art of Game Design, a Book of Lenses” is a must read book for every game developer. That is why, we wanted to bring Jesse Schell, author of this amazing book, to the show to celebrate our episode number 50. To be honest, we could make a one-hour episode
Is your app too big to install over the air? Need a dynamic content delivery system? Then streaming assets are for you! Yes friends streaming assets are a very useful tool in modern game content management. This week the gang and I explore what streaming assets are, how to build
Community is the secret sauce to any successful game. Knowing this, bigger companies often hire a community manager whose full-time job it is to build that community, running from social networks to message boards, engaging players and keeping everyone not only interested in the game at hand, but also in the future of
Finishing your first game is certainly a tough task, but with determination and hard work you can do it. In this episode, we go through my journey in the development process of “The Hangman,” which it’s released in Google Play. Today, we cover all those small design decisions that can
Ever wonder how to get your enemies to find their way to you, or how to get a companion to run behind you? Then this is the episode for you. In this episode The Debug Crew discusses Pathfinding and the pros and cons of different methods commonly used. From out-of-the-box
Have you ever wondered what goes into the field of QA as it relates to the game development industry? Or maybe you have been itching to know what a ‘smoke test’ is and whether you should be running these tests as an indie dev? Well, in this episode, Obinna and
Congratulations! You’ve finished your game. Time to sit back and relax knowing that players across the world are falling in love with it. *BEEP!* Ooh, your first comment! “This game is TrAsH!!!” – @WookieeJumper69 Ok, well not what you expected, but nothing to worry about. *BEEP!* Another one…oh…they too agree
If you get easily distracted from working on your game and you struggle to get things done, no worries, we got your back. This episode will help you increase your productivity. We cover three main areas that will make you more productive: Organization, Focus, and Time Management. To improve your
Xbox? Xbox One? PS3? 4? Wii? Steam? Android? iOS? WebGl? Windows Phone? PC? Mac? Android TV? Apple Tv? That’s just to name a few. With so many available platforms to release your application or game on, it is becoming increasingly important to carefully consider your options before beginning development. In
In this episode, the guys take a look at the many aspects of the Portal franchise that make them so darn funny. With the popularization of comedic games and the ever popular narrative driven games, this episode bodes to be extremely relevant. Also the guys bring back everyone’s favorite segment.
Members of the Debug Lounge, TDLers, our handful of Google+ followers, and my fellow game developers: This episode marks The Debug Log’s inaugural State of the Game Dev Union. On today’s show, Obinna, Andrew, Zack, Ryan, and Eduardo discuss things concerning the current state of the game development industry as
E3 is in the books! Annnnd, WWDC happened too. In this episode, the guys huddle up by the warmth of what was a pretty exciting conference and talk about some of the key takeaways and things you all should be looking forward to in the coming months. The industry is
Being a good leader is a difficult task. Therefore, The Debug Log team couldn’t let go a topic like this. It is our duty and pleasure to help you become a better leader for your team and share our experiences with you, so you don’t make common management mistakes that
In this week’s episode Andrew, Obinna, Eduardo, and Ryan talk about one of the most important topics when it comes to finishing your game, scope. Instead of taking the traditional approach to scoping a project which involves taking away from an already complete game design, the guys dive into what
That’s right folks, it’s time for another edition of “Rapid-Fire Roundup”. This week Ryan talks new Xbone rumors, Obinna Daydreams with Google, Eduardo goes full-on moneyball with the VR marketplace, and Andrew envies a monumental success. All that and more on this episode of The Debug Log. Thanks for tuning in this
In this week’s episode Andrew, Obinna, and Ryan explore the evolution of the first person shooter. We examine its contributions to gaming from both a technical and gameplay perspective. Even if the FPS genre isn’t your cup of tea you may be surprised at its many contributions to gaming. Time
Cheater, cheater, pumpkin-eater; Had a game but couldn’t beat her; He got a GameShark in the mail,; And then he beat it very well! We all know them very well. Hell, sometimes when pushed against a wall (or die one too many times while playing GoldenEye 007), we become them.
In this episode the fellas sit down and talk about best practices for maintaining motivation for your project during the game development life cycle. No matter where you may find yourself in your game dev career, whether you’re brand new to game development or a seasoned vet, this episode is
Increasing player acquisition, retention, and optimizing development time are three of the top priorities for most game developers. In this episode we bring you a solution to help you solve the aforementioned problems, in addition to allow you to save player’s progress in the cloud and make your game multiplayer.
The holy grail for any iOS game developer is have their game featured on the front page of the App Store. Whether it’s in a coveted “Best of..” spot or as a deeper cut in a creative sub-category, App Store attention converts to downloads. Downloads convert to dollars. It’s not a coincidence that
That’s right folks, it’s time for another edition of “Rapid-Fire Roundup”. This week Eduardo gives us the skinny on Unity’s in-development input system, Zack dives deep into the differences between two of his favorite games, Obinna tells all about the latest in pizza ordering AI technology, and finally Andrew wraps
Getting a job in the game development industry is a dream for many people, a challenge for others, and a fulfilled goal for some lucky ones. This episode is about helping you get the job that you are looking for and to help you become a game developer. This time
Introducing first… from the rich, ruby red corner. Weighing in at $1.5+ million dollars. He hails from the beautiful, but volatile Silicon Valley. With over 52 published games, five top grossing, and only seven defeats! He IS the former heavyweight champion of the world, TRIPLE-A GAME DEVELOPMENT! In the broke,
Bugs?!?! Ewwwww, gross! It’s no secret that most people are not overly fond of bugs. If bugs happen to invade your home you can always call the Orkin Man, if they invade your game, however, you have to take care of them yourself. Debugging is something every developer has to come to terms
Ahhh GDC. A magical time where game developers gather from across the land to share their ideas, innovations, and a few drinks. Or perhaps several drinks. In the year of VR it has been a noteworthy conference. Join us as we discuss the interesting news from Unity and the rest
You’ve sent letters! You’ve emailed! You’ve snail-mailed! You’ve smoke-signaled for it! You’ve asked, and we’ve delivered! Actually, you did none of the above… but we are adding a brand new podcast segment entitled, “Rapid-Fire Roundup” where the hosts collect a handful of the latest game dev articles as well as
Have you ever wondered what it would take to get a game online and accessible to individuals all across the globe? Curious as to when and how to plan for scalability and dealing with server load? For those of you out there interested in the ins and outs of networked
“Will this UI work?”, “Does my inventory system make sense?”, “Will this jumping mechanic feel right?”, “Do all dogs seriously go to heaven?”. These are the type of questions that can arise during the game development process. Outside of a crystal ball, the only way to sufficiently answer these questions