Exploit: Zero Day - Headless Swarm, the first season

The Majesty of Colors Remastered - Coming early 2017

DevOps in Game Dev: Project Planning

DevOps in Game Dev: Project Planning

This is the fourth part in a series on applying devops principles and practices to game development. The first post in the series is here, and the entire series can be found under the devops in game dev tag.

In our post on retrospectives, we wrote about taking note of lessons learned (good and bad) after emergencies or breakpoints in your project—after you deliver a feature, or at the end of a sprint or some unit of time. But how do you know what a good breakpoint is? How do you actually incorporate what you've learned in a retrospective into your future work?

Through effective project planning.

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ECGC 2016

Our table at ECGC2016

A couple of weeks ago, we attended the East Coast Game Conference in Raleigh, NC. This was our first time running a booth at a show, and we learned a lot. We were showing our in-progress game Exploit: Zero Day—running demos of the tutorial cluster and signing people up ...

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