Way back in 2016, I gave a talk at GDC titled Math for Game Programmers: Building a Better Jump. In the years since, I ve solved some of those equations again, but I had never written down the entire table of formulas until just recently. Given the following symbols, this is every solution for any one [ ]
In early May 2021, I detailed some of my plans for a future indie game in a Twitter thread. While I haven t made any meaningful progress on the game since, the thread popped up again as I was revisiting tweets of past years, and I thought it would be fun to adapt into a blog [ ]
Hey, remember this tweet? I remember this tweet. I m two years late, but hey! I did that thing! The Super Win the Game Randomizer is now live on Steam, itch.io, and Humble! Super Win the Game is also currently on sale for 90% off, so if you ve never played it, now s the perfect time to jump in! Please note [ ]
Every recipe on the internet must begin with a longwinded personal story, so here s mine: Once upon a time, I made a spicy chicken sandwich. It was good, so I wrote up the recipe and posted it on my personal blog. The end. This was my attempt at a from-memory clone of the Alamo Drafthouse s [ ]
There s a popular notion that working within constraints can be conducive to creativity. This is part of the appeal of developing pixel art games: given a limited resolution and color palette, the possibility space of what a game could look like is corralled somewhat. Within that space, the potential of what this game should look [ ]
From late 2014 until early 2017, I maintained a weekly development blog for my action-platformer-roguelike Gunmetal Arcadia, accompanied by weekly video logs and somewhat less frequent dev streams and playable builds. This spanned the entire development cycle, from its initial inception following the launch of my previous Super Win the Game all the way through to Gunmetal Arcadia s own [ ]