Sunday, July 27, 2014

The Perfect Blog Post

I am reluctant to make blog posts, or really publish anything online for that matter. A little discussion is fine, but comments on forums and even YouTube can be intimidating. These are online and will last forever. They become bound to my name. Anything I write is not going to be the best it could be. There are always more sources to read. There is always more editing to do or feedback to receive. But I've been coming to realise that this doesn't matter. This affects everyone. No one is going to read all of the posts I put on my blog, especially if I begin to put a lot of them up. So I will just write what I would write anyway, think about it, and share it. It doesn't have to be perfect and nobody has to read it. If someone is interested then they can find it with a search or looking through the labels. Nothing is perfect and I need to embrace that not just for my writing, but also in making games.

Besides if I write something really bad, I can just delete it later, right? :)

Wednesday, May 21, 2014

A Little Reflection After CHI 2014

Recently I attended CHI 2014 halfway across the world in Toronto, Canada. Though it would seem all of the critical discussions I had were with my peers already from the lab it was good to be exposed to the greater HCI community, but also to break the stagnation that happens at the office. Certainly there were a few thorns that were now sharply explicit to me and though provoking to for my research.

Wednesday, December 11, 2013

From C++ to Ludum Dare

When I first looked into making games, I figured that C++ was the only solution.  Of course if the studios are all writing games (at the time) in C++, why on earth would I waste my time with anything else?

Using SDL or writing for the GP32 and eventually with OpenGL and proprietary C++ engines I got used to things a certain way.  A very very slow way.  Oh onto new ways...

Sunday, November 10, 2013

State of Modern Device Interaction

Getting a mobile game to feel good is difficult.

We've spent decades mastering tactile buttons, as gamers and developers, nuancing the plastic molds and adding new tricks like analog sticks and triggers while progressively adding more buttons and adapting our games accordingly.  Things were going pretty well.  Of course some would cry out over preference to the mouse and keyboard as if it were a completely distinct experience - and it seemed it too, until we developed technology so different that it made the mouse/keyboard vs. controller differences seem minute.  New input sensors including gyroscopes, accelerometers, multi touch screens, depth sensors, and summative products such as the Kinect basically threw away all of our progress in user interaction perfection all while promising an inspired futuristic Minority Report-esque experience with real-world absolute coordinates.

How far off are we from that.