Notes on a talk from Philip Bloom Are the tasks in your team’s workflow things that are essential to their creative process, or are they “boilerplate” that they have to get through to get to the real work? Reduce configuration, or at least Allow saving options or sharing them Simple tools and processes Best case: … Continue reading Analyzing for Workflow Reductions
Category: Game Development
Tooling for Small Team Workflows
Notes on a talk by Irina Z. from Bungie Bungie uses multidisciplinary small teams of 4 to 9 people Many small autonomous teams working on dedicated feature branches See “Pipeline support for feature branches in destiny” talk for more Setting stability expectations Previously had exhaustive testing and manual sign off to push to the single … Continue reading Tooling for Small Team Workflows
Reducing Frustration in a Daily Workflow Notes
Notes on a talk by Laura Teeples (@SheTeeples) Key takeaway: UX principles to apply to own tooling & workflows Look at how tools work together (build a cohesive system of tools) Old way: user came to us with a problem, we built a solution, iterated, released Divided requests into need to have, want to have … Continue reading Reducing Frustration in a Daily Workflow Notes
Everyone Watching This is Fired
Notes on a talk by Mike Acton of Unity at GDC 2019 Met a lot of programmers, ostensibly professionals, didn't meet the minimum bar for their job Dev skills—"50 things that annoy me"—How many of these do you do? (Score yourself) I can articulate precisely what problem I am trying to solve Easy to get … Continue reading Everyone Watching This is Fired
Conference Talk Playlists for C++ & Game Developers
I’ve put together a number of conference talk playlists for my own “professional development.” This is a list curated by going through hundreds of talks in the GDC and CppCon archives. I’ve tried to keep overlap between lists to a minimum. I’ve not watched everything (erm… obviously!), but in cases where I have watched a talk, … Continue reading Conference Talk Playlists for C++ & Game Developers
Notes on Game Programming Patterns by Robert Nystrom
Game Programming Patterns is a game developer’s guide to the design patterns most often useful in that domain. You can read it online for free. Chapter 1: Intro Design Patterns Revisited Chapter 2: The Command Pattern Chapter 3: The Flyweight Pattern Chapter 4: The Observer Pattern Chapter 5: The Prototype Pattern Chapter 6: (Problems with the) Singleton Pattern Chapter … Continue reading Notes on Game Programming Patterns by Robert Nystrom