Monday, 1 September 2014

Level Designer Guild Of Canada

Since leaving the "corporate" game industry, I've been working on the framework for the establishment of professional guilds for game and level designers, in hopes it will help bring about recognition of game design & level design as a creative m├ętier, worthy of the same level of respect as our similar counter-parts in the film industry, like ex.: film editor & cinematographer.


In the meanwhile, I'm compiling a list of testimonies of game developers that witnessed or experienced professional abuse in Quebec's game industry.

Whatever it's wrongful termination, professional defamation or any type of systemic abuse by an organization or group individuals in management positions.

Those statements will be sent to the IGDA Montreal & government officials that are responsible for the grants & tax credits to the major game studios in Quebec.

And will be used to build a case for the establishment of professional guilds to protect and normalized the rights of creators & technicians in the game industry.

If you wish to contribute, please don't hesitate to contact me @ info at nerdtron dot com.

Wednesday, 9 July 2014

The Baron Language : Dev Diary #1

I've started a GitHub for my vanity project which is to develop a high-level & very simple scripting language for quick 2D UI prototyping.


I'm going to be developing my "proofs of concept" in Unity for reasons that the framework permits me to write a wrapper language & it's a great environment to run 2D prototypes.

Tuesday, 8 July 2014

The BARON Programming Language

I'm currently designing a new programming language, which I'm presently naming 'BARON'…yes, it's named after me, I say to myself if Linus can name an OS after himself why can't I do something similar;)

And also it's BARON all in caps, as an homage to the simplicity of BASIC.


I'm going to publish soon a detailed design intention document but in resume, the goal of this vanity project is to develop a simple wrapper user interface prototyping language.

I currently find it still too slow to prototype & implement UI front-ends for interactive applications, especially on web platforms.

The panoply of client-side web languages/specifications makes it hard to focus on the actual UX design of the front-end interface. My end goal is to wrap CSS, HTML & JavaScript into a simple unified syntax & language structure that is focused on the principales of finite states.

BARON might not be a precise solution for large scale productions but it can become a good tool for quick UI/UX scripting & prototyping.

Wednesday, 11 June 2014

WWDC 2014

The one thing I wanted to hear from Apple at WWDC was a focus on stability, they seem to have lost one of their core pillars in their products, which is stableness.


Because the most core element in UX design is not simplicity or responsiveness but stability, for nothing breaks more an user's experience than a unstable system.

Sunday, 8 June 2014

Linus Torvalds on Git

Last night, I watched this very interesting talk by Linus on Git,  even the video is slightly out-dated, I was very impressed by his sense of design that goes beyond the back-end but takes in consideration the user's experience in it's core principals.


Another thing I noticed is that he has a very good sense of security and putting forward the importance of integrity checking does make his SCM solution safely distributable.

I'm really considering now switching from a Perforce base to a fully Git solution for my projects.

Friday, 30 May 2014

GameJam Judge

Last January, I had the pleasure of being invited as a judge at the Montreal's Global GameJam. It was a very interesting experience because the previous year, I had participated at the same event as a contestant.


So this year, instead of being in the mist of a 48h prototyping process, I actually experienced the event from a completely different perspective.

Being able to play a series of prototypes & give direct feedback to the teams, really helped me sharpen my abilities to give on-the-spot constructive design criticism.

Because one of the most important skills to have as a game or level designer is communication, the design process is very iterative and base on constant feedback, and the ability to express clearly concepts, ideas & intentions verbally is almost equally as important to mastering the actual techniques of game/level design like S&F, composition, progression & structure.

I noticed that those that delivered the best prototypes, were also able to express to us clearly their vision & design intentions during Q&A session.

I recommend to anyone that have participated to GameJams as developers to try at least once being a judge, it's a great way to contribute to the event & meet new talented developers.

Sunday, 18 May 2014

CommandlineFu

 

I've found my old commandlinefu entries last week, dating back from 2009 when I was working full-time in IT.

My favorite is my solution to counter dynamic ISP IP addresses without a dynamic DNS.

ifconfig en1 | awk '/inet / {print $2}' | mail -s "hello world" email@email.com

Just need to setup a script in a cron job that checks if your external IP as recently changed.