Learning through failure: why you're not making enough games

A talk about embracing bad games. Given to Warwick Game Design on December 1st 2011.

The audience stops being rude at about 2:10.

I don't know what happened with the audio at 8:38 to 9:00. Transcript:

"Each time I made a new platformer I got better at understanding what things worked, what things don't; how to properly abstract things, how to structure the code, how to make a guy run about and jump and have it work with really simple code but really useful (reusable?) effects on the game and so it just gets less and less hacky over time"


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