Bashing keys since 1987

Tag: Good ol’ days

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.

Arcade Memories: Ticket Games are Trouble

21st January

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!

Arcade Memories: Unlimited Tokens

29th November

One of the best things about working at an arcade was the (basically) unlimited tokens. Whether I got them by repairing machines (the rule was simple – if a token didn’t hit the coin box you could take it), trading in free token passes included with each bi-weekly paycheck or just scooping (think of it as borrowing!) out handfuls from behind the counter, it would be hard pressed to find me tokenless any given day of the week.

Hoo Ah! Ha ha!

29th November

LAN parties are the source of some of the bestest multiplayer gaming ever (and I’m all about multiplayer). There are few things more rewarding than being able to shoot someone on your computer and hear, from a room down the hall, “Aw, what the fuck?!” Doubly so if you can hear the pounding of some mouse-on-mousepad frustration.

Size Matters commercials and posters

30th November

Once Ratchet & Clank: Size Matters started to get good reviews, the big marketing push was only a matter of time. Not only was the game doing well, but now we’d get to see television ads and giant posters with our game on it. It was extra special for me because, since Ratchet & Clank has always been about the gadgets, clips of what I had contributed to game were going to end up on TV.

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 Maybe there’s some outdated built data on someone’s machine or perhaps a change went in that hasn’t been tested in every level yet.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 …

Gitaroo-Man, Devil of Pain

13th December

My pinky finger is killing me.

I don’t even use my pinky for Gitaroo-Man.

Game Design Idea: The Ultimate Racing Game

Okay, you know those cool navigation systems installed in cars that show you a map of where you are and can give you directions to any destination (the nice ones even have a friendly female voice that tells you when to turn)? I think that it’s a technology that is being wasted with it’s simple mapquest duties!

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!