20 years building games: from 8-bit code to studio production
Before modern engines and networked tools, building games meant writing low level code, managing memory and inventing your own tools. This four part career record follows that...
Historical game development writing: production, design, career progression, studio culture, and marketing during the console and PC era. These are archival records — context belongs to their time, not the present.
Before modern engines and networked tools, building games meant writing low level code, managing memory and inventing your own tools. This four part career record follows that...
I'm having a bit of a dig about in some old documents and I found my old
The twilight of PlayStation 2, starting studio number two from scratch and the formative moments that defined the second half of a game development career.
I'd like to share with you my game development career experience as part
I follow on from Part 1 of this
A week with difficult internet access changed how I handled email, calls and online noise. The useful lesson was not disconnection: it was deciding when communication deserved...
Hi, my name is David Tolley and I'd like to share my many years of
There used to be a time when developers of all sizes existed from small
https://www.amazon.co.uk/dp/0749953357?tag=sp affiliate 21
Fixed attendance is easy to count, but it is a poor measure of creative contribution. Clear outcomes, autonomy, feedback and protected focus make a stronger operating model...
Standardisation helps until it treats skilled people as interchangeable operators. When enterprise process replaces frontline judgement, creative technical work becomes...
Remember, you're always talking to your game players, the end audience. You're not talking to the middle man, the Interviewer, Lead Designer, Journalist or your Manager. Think...
In a world of freelancers, contractors and small, tight development
Quality is not a decorative label or the amount of effort somebody spent. It is a judgement against explicit expectations: fitness for purpose, reliability, craft and the trade...
Scrum, PRINCE2, Lean and XP can all help. None removes the need to understand the team, uncertainty and constraints in front of you. A delivery process is a working hypothesis,...
View selected credits on MobyGames : My professional games career ran from 1987 to 2011. MobyGames provides an independent record of selected credited work from that period.
Software builder.