Skip to 24:00. Part of the Tech Toolbox panel at GDC 2016.
Talking about PuzzleScript and how we used it as the level editor for A Good Snowman Is Hard To Build.
Talking about A Good Snowman Is Hard To Build and rambling about the importance of hugging, how snow breaks the laws of physics, and secrets.
Talking about my experiences from five years of going to events and meeting people, with a side dish of how GamerGate has personally impacted those people.
A talk about the importance of meeting other game developers and being involved in communities.
A talk about how to make your games look not-terrible.
I believe that the most effective way to create a great game is to first create a large number of games which are not great. Many of these games will not be worth polishing.
Talking to John and Landon from BigSushi.fm about Sokobond, puzzle design, PuzzleScript and more.
A guest lecture for the Computer Graphics module at Warwick University.
What to do and what not to do during a 48 hour competition.
A guest lecture for the Computer Graphics module at Warwick University.
I believe that the most effective way to create a great game is to first create a large number of games which are not great. Many of these games will not be worth polishing.
A guest lecture for the Computer Graphics module at Warwick University.
My five minute section of the Xcruciate talk "Real time, all the time, ragtime XML" at XML Prague 2010. Cataphonix is a distributed music application developed to demonstrate the new version of Xcruciate that I've been working on. Mostly diagrams.
A short talk about what to do and what not to do during a 48 hour competition.
A brief overview of the various components of a physics engine, and examples of how to use Box2D.
Advice for people trying to make a game in a week. Plus suggestions and ideas for a "Pong with a twist" challenge.
A guest lecture for the Computer Graphics module at Warwick University.
A presentation for the module "Software Lifecycle Management". We had to discuss a project we had been involved in: what was good, what went wrong, etc. I chose to talk about Mindbender, a year-long Warwick Game Design project.
An introduction to C++ for Java programmers. Lots of code without the accompanying commentary.
An introduction to the update/render game loop and other basic game concepts. Aimed at programmers with no previous game development experience.
An introduction to physics simulation and collision detection, covering some of the concepts I learnt working on my third year project.
The final presentation for my third year project, which was a 2D rigid body physics engine.