Evan Todd
Treat Your Humans Better Than Your Agents
Zero to One Hundred Thousand Tests
Catch Your Dream
The start of a game development journal
The Identity Problem
Waiting on Tests
Making Games
There and Back Again: GraphQL at strongDM
How to Exfiltrate Code from Bitbucket
The Poor Man's Netcode
The Poor Man's 3D Camera
Thirteen Years of Bad Game Code
The Poor Man's Voice Acting
The Poor Man's Threading Architecture
Ludum Dare 34 Postmortem
One Weird Trick to Write Better Code
The Poor Man's Postmortem - Lemma
The Poor Man's Character Controller
Screenshot Saturday 213
The Poor Man's Voxel Engine
Screenshot Saturday 211
Screenshot Saturday 210
Screenshot Saturday 209
Screenshot Saturday 208
Achilles
Screenshot Saturday 207
Screenshot Saturday 206
Screenshot Saturday 205
Screenshot Saturday 203
Screenshot Saturday 202
New blog, new app, new screenshots
Screenshot Saturday 199
grepr - 7DFPS 2014
7dfps work in progress
Screenshot Saturday 196
Screenshot Saturday 194
Shaders: How Do They Work?
Screenshot Saturday 190
Screenshot Saturday 188
Screenshot Saturday 185
Screenshot Saturday 184
Screenshot Saturday 183
Screenshot Saturday 182
New trailer!
Screenshot Saturday 178
Screenshot Saturday 177
Screenshot Saturday 174
Screenshot Saturday 173
Screenshot Saturday 172
The Poor Man's Dialogue Tree
Screenshot Saturday 170
Screenshot Saturday 169
Screenshot Saturday 168
Screenshot Saturday 167
Final hours
FINAL WEEK!
GREENLIT!
Cheat your way through life
Player model and animations
Movement in-depth
Looking forward
Greenlight update + streaming tomorrow
Lemma: first-person parkour demo
Screenshot Saturday 162
Screenshot Saturday 161
Screenshot Saturday 160
Screenshot Saturday 159
The Poor Man's Gameplay Analytics
All Ahead Full
Ramping Up
Auto-generating JSON serialization code in Objective C
Simulating UIScrollView in Cocos2D
Lemma - Alpha 3 Ready to Play
Quantity Brings Quality
Anecdotes ahoy
My Biggest Fear for the Future of Human-Computer Interfaces
Internet is Back
Progress Report
Mac and Linux Support
Voxel Levitation and Rain
Allocating large arrays in .NET
Slowmo! Stamina! Sprint! Socialism! What?
Scary Monsters and Nice Clouds
Now with 100% more frame buffer distortion!
Story Design and Loading/Saving
Lemma Release 2
Brace yourselves
Finals week
Alpha feedback
Lemma Release 1!
Help me pick a logo!
Global Game Jam 2012 Liveblog
Quick update - Alpha inbound soon!
Digital art, Facebook 3D Graph Explorer, and more Project Lemma
C# for scripting - runtime compilation
Tools are everything
Physics and lighting fun
Parkour Ninja update: first-person camera, physics, deferred rendering
As promised: Component Binding "BEHIND THE SCENES"
Game dev job, Macs, and re-focusing my project
Pistol: Part 2 - Texturing
Pistol - Part 1: Modeling
Parkour Ninja Alpha 1
Back on track
Refactoring with components
Prepping for alpha release
Parkour Ninja animations
December 2010 Tech Demo
Further deets
Back at it!
Tricksy closures
Phew
Moar physics entities
More maps
Feedback from beta 2
Beta 2 is out!
Meshes of navigation
More stuff!
Drop pods are back
New maps, new weapon, new money system, new game mode!
New command system and social portal
Spawn points and more networking
Finally, online multiplayer!
Update
Gameplay trailer
Reloading, shadow mapping
Schedule delays
v0.5a released
New name: A3P
New gameplay
Stainless v0.4
Replay functionality, new icons
November update
Stainless v0.3 beta released!
Prepping for first release
Production schedule
More shiny!
Panda3D distortion sample
New artwork
And now for something completely different...
Network system description
Perfunctory postage
Networking and better particles
Done with art for a while
First major update
Archive
About me