Bashing keys since 1987

Tag: Code


Ratchet throws a (monkey) wrench

26th May

Sometimes projects end smoothly, without any problems or drama. But sometimes… there’s a monkey wrench thrown into those plans.



Kill Screens – End of the Line

25th May

Kill Screen. That’s pretty foreboding, eh? The name, a term that was coined in arcades in the 80′s, is actually a little misleading. This screen doesn’t necessarily ‘kill’ the player. In some cases, like Donkey Kong, that is a side effect, but the “kill” in Kill Screen better describes some unavoidable obstacle in gameplay, one that stops progress completely, one that commits the ultimate arcade sin — it “kills” your quarter.



Programmer Art

29th November

There was an imbalance in games.

A ton of games have ‘behind the scenes’ content locked away in them. In these games you can usually see concept art, assets cut from the game, beautiful backgrounds used as reference for the game’s environment, and much, much more.

What it was missing was programmer art.



The Blame Game – Part 1

20th November

During the development of a new game it’s not uncommon for a level or two to occasionally fail to load. Maybe there’s some outdated built data on someone’s machine or perhaps a change went in that hasn’t been tested in every level yet. There’s all kinds of problems, and if you are on debugging machine, you’ll see the callstack and be able to tell the right person that needs to fix it what’s up. But artists, they don’t have a debugger, they don’t use a callstack. They rely on the output of warning messages to help them know who to go to when a level fails to load.

And Ricardo, one of our programmers, was getting a lot of visits from the artists.

You see, it just so happened that the last message that was seen by the artists when a level …



Phineas and Ferb Across the 2nd Dimension

2nd August

Responsible for most key systems of gameplay: Player, Gadgets, Upgrades, Save System, HUD, Lot Check, and more.
Worked with Jr. Programmers to ensure their segments were completed as designed, to continually refine ‘fun factor’, and to help adapt designs as needed for time or complexity.
Co-designer of the game. In charge of many of the meta gaming elements such as gadget/weapon progression, unlockables, secrets and more.



Jak and Daxter: The Lost Frontier

2nd December

Project Highlights

Designed and programmed two boss fights
Allowed to “make things fun” in other levels
Daxterjacking minigame
Jak Eco powers

Jak and Daxter: The Lost Frontier, was the third PSP I worked on (and the third for High Impact Games.)

More details soon…

Related Blog Posts



Secret Agent Clank

12th July

After coming off the success of our first game, I was exciting to try new things with our second offering, Secret Agent Clank. For this title I was given my first chance to work on levels and enemies, in addition to continuing to create gadgets, weapons and effects.



Ratchet & Clank: Size Matters

1st May

Ratchet & Clank: Size Matters was my first game I worked on in the game industry. The first game I made content for. The first game that hit shelves. For many, many reasons this title is special; perhaps most importantly because of the excellent people that I was able to work with and learn from.



Scuttlebutt

AI focused project with steering, state machines, conversation logic
Gossip based on real feedback from 4th and 5th graders
Technology used: OpenGL, Glut and GLUI



From the Blog!

Ridiculous true stories from the world of game development.


The names haven't been changed to protect the innocent because no one in game development is innocent...

Kill Screens – End of the Line
Kill Screen. That's pretty foreboding, eh? The name, a term that was coined in arcades in the 80's, is actually a little misleading. This...
Arcade Memories: Ticket Games are Trouble
I hated ticket games. They are annoying, loud, and they break all the time. Please, people constantly tried to cheat and steal to get prizes!