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Barkley's Dev Diary

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Barkley's Dev Diary | barkleysdevblog.blogspot.com Reviews

https://barkleysdevblog.blogspot.com

games development eclipse barkley

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1

Barkley's Dev Diary: Crunch! (part 2)

http://www.barkleysdevblog.blogspot.com/2013/11/crunch-part-2.html

Games dev blog of indie developer who likes to talk and rant about games. Tuesday, November 12, 2013. There was some controversy with Rayman Legends' team working overtime only to get the game delayed. Anyway, assuming your manager has all that, which is fair and usually the case, there's other reasons that may cause crunch and could easily be avoided or improved. The first and most important by far is bad planning. What do I mean by bad planning? A 'beautiful' picture of the latest entry of Call of Duty.

2

Barkley's Dev Diary: March 2013

http://www.barkleysdevblog.blogspot.com/2013_03_01_archive.html

Games dev blog of indie developer who likes to talk and rant about games. Tuesday, March 26, 2013. Always Online DRM and Xbox. SimCity should have been one of the biggest games of 2013. Monday, March 11, 2013. Fake Shadows in Racing Games. This image from RACE. Shows clearly the outlines of the fake shadows combined with dynamic shadows. Monday, March 4, 2013. PS4 was announced in New York a couple of weeks ago. Subscribe to: Posts (Atom). Always Online DRM and Xbox. Fake Shadows in Racing Games.

3

Barkley's Dev Diary: September 2014

http://www.barkleysdevblog.blogspot.com/2014_09_01_archive.html

Games dev blog of indie developer who likes to talk and rant about games. Friday, September 5, 2014. Videogames and Sexism (part 3). Ill start this entry confesing I find the second video on the damsel in distress trope particularly disgusting. The way she draws parallelisms between fictional worlds and real problems that have absolutely. This image represents feminism better than Anitas spiteful discourse. Thursday, September 4, 2014. Videogames and sexim (part 2). Mario and Bowser, the two men (sic!

4

Barkley's Dev Diary: Mesh Batching in Unity

http://www.barkleysdevblog.blogspot.com/2013/12/mesh-batching-in-unity.html

Games dev blog of indie developer who likes to talk and rant about games. Monday, December 2, 2013. Mesh Batching in Unity. After a couple of very personal posts about non-technical stuff, I've decided to write about something strictly technical: Mesh Batching. So, first thing is defining what I mean by mesh batching. I've found a definition I like from some game development forums ( link here. Beautiful screenshot of our work in progress title: Super Toy Cars. So I thought my findings could be useful fo...

5

Barkley's Dev Diary: History of Videogames

http://www.barkleysdevblog.blogspot.com/2015/01/history-of-videogames.html

Games dev blog of indie developer who likes to talk and rant about games. Saturday, January 31, 2015. So, I've been recently working on some stuff for some classes I'll be giving soon at a local university. Since I've had to do all this early work on my spare time I've decided to post the slides here. They are free for anyone to check and use as they please. I'll adapt them later to use on my classes at that university. Or the zip one:. Subscribe to: Post Comments (Atom). View my complete profile.

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oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: August 2015

http://oreitruman-design-notes.blogspot.com/2015_08_01_archive.html

Monday, August 3, 2015. MEDAL OF HONOR (PS3). It´s being difficult lately to finish games since I´m once again “hooked” to WoW. While waiting for the internet connection for my new apartment, I did some pending PS3 trophies and completed the latest Medal of Honor. Aside from repetitive level design, nothing wrong on it. Visually speaking is a little disappointing and certainly doesn´t have any personality by its own, but it works. With the usual “America fuck yeah” moments, in ge...Manuel Usero Garcia -2...

oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: PIXEL ART

http://oreitruman-design-notes.blogspot.com/2014/11/pixel-art.html

Saturday, November 1, 2014. I wanted to give it a try to pixel art, and find out for myself how difficult it is. Hence, I present you the big-boned Superman:. It takes some time, and it's not easy (at least for a non-artist). But doesn't look impossible to achieve decent results in a limited time. Any input is welcome! Subscribe to: Post Comments (Atom). Warning: This blog may contain spoiling information about the reviewed games. View my complete profile. BOYS JUST WANNA HAVE FUN. Things that inspire me.

oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: Iteration or laziness?

http://oreitruman-design-notes.blogspot.com/2015/03/iteration-or-laziness.html

Sunday, March 1, 2015. Here is an interesting Gamasutra article, in which they partially talk about an issue I've noticed on certain designers: How they mask their lack of vision or simply laziness with the Iteration motto. Or copypaste the following URL: http:/ www.gamasutra.com/blogs/JosephKim/20150224/237157/Mobile Game Design Iteration vs Planning MVP Dangerous.php. Subscribe to: Post Comments (Atom). Warning: This blog may contain spoiling information about the reviewed games. Things that inspire me.

oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: June 2014

http://oreitruman-design-notes.blogspot.com/2014_06_01_archive.html

Monday, June 30, 2014. Great game, for sure. Best thing I can say is when I finished the story mode I thought it was a little short, assuming I finished it in 6-8 hours. Later I checked on Steam and it took me actually 14. Highly recommendable, in any case. These Rocksteady guys are really something. Sunday, June 22, 2014. Aaaaand another game I got very cheap thanks to a work mate. I did play it a little bit back in 2008 at a friend's console, but I'm not a big fan of survival horrors in general so ...

oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: April 2014

http://oreitruman-design-notes.blogspot.com/2014_04_01_archive.html

Thursday, April 24, 2014. ALL YOUR BASE ARE BELONG TO US. The GDC is a good opportunity to buy some videogame books/manuals. The only location with a book shop specifically about the theme, afaik. This year was no exception and I bought this 'All your base are belong to us' in the hope it would be a recap of how videogames have influenced the pop culture (a topic in which I'm interested). Wednesday, April 23, 2014. Tuesday, April 15, 2014. SPEC OPS - THE LINE. I was interested in Spec Ops - The line due ...

oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: September 2014

http://oreitruman-design-notes.blogspot.com/2014_09_01_archive.html

Friday, September 19, 2014. Hitman Go is a very interesting study case. As a game is enjoyable and visually unique, and as a part of the Hitman franchise is daring enough to take the gameplay into a brand new territory. So, although technically speaking you have a stealth goal, it's closer to a board game than the console ones. It's a bold move into a totally different area, and you need to applaud Square Enix for giving green light to this approach. And for the most part, it totally works! Still, my opi...

oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: October 2014

http://oreitruman-design-notes.blogspot.com/2014_10_01_archive.html

Friday, October 10, 2014. Ah, god bless Steam. Where else could I find a 20 euro game for only 5? Anyway, after some big publisher products, I felt like I could use some indie material. Gone Home is one of those critics darlings that have popped out in the last years, and apparently it had strong storytelling. Why not? So, I just finished and the overall feeling is mostly positive. You can go through the whole game in less than 3 hours. It's very short (maybe too much? Now: Do I recommend it? It depends&...

oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: March 2015

http://oreitruman-design-notes.blogspot.com/2015_03_01_archive.html

Sunday, March 1, 2015. Here is an interesting Gamasutra article, in which they partially talk about an issue I've noticed on certain designers: How they mask their lack of vision or simply laziness with the Iteration motto. Or copypaste the following URL: http:/ www.gamasutra.com/blogs/JosephKim/20150224/237157/Mobile Game Design Iteration vs Planning MVP Dangerous.php. Subscribe to: Posts (Atom). Warning: This blog may contain spoiling information about the reviewed games. View my complete profile.

oreitruman-design-notes.blogspot.com oreitruman-design-notes.blogspot.com

Design Notes: FRAMED (iOS)

http://oreitruman-design-notes.blogspot.com/2015/01/framed-ios.html

Sunday, January 4, 2015. I had heard of Framed some time ago as an innovative storytelling proposal, and it was in my to-do list. After started playing "Papers, Please" I thought I was behind on this genre in particular and I purchased Device 6 (still pending) and the aforementioned. Visually speaking is also impressive. It has a neo-noir style and the animations are very good and varied. On the negative side it’s kinda short (specially if you paid 5 bucks as I did), you cannot replay speci...Game design...

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Barkley's Dev Diary

Games dev blog of indie developer who likes to talk and rant about games. Saturday, January 31, 2015. So, I've been recently working on some stuff for some classes I'll be giving soon at a local university. Since I've had to do all this early work on my spare time I've decided to post the slides here. They are free for anyone to check and use as they please. I'll adapt them later to use on my classes at that university. Or the zip one:. Friday, September 5, 2014. Videogames and Sexism (part 3). So, in th...

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