Category: Game Development

  • Two Game Messaging Systems using Observer and Visitor Patterns

    Maximum output for minimum input. …That’s the idea behind Juicifying Your Game. But this can lead to some pretty messy code if you start injecting extra code at every event that happens in your game. This is where messaging/event systems come in handy to ensure that every component of the game is given an opportunity […]

  • Post-Grad Talk at Carleton University

    Last week I was given an opportunity to join my manager at Magmic in a panel for a fourth year class in IMD to discuss my experience after graduating and joining the game development industry. This was the same class that I developed Hideout! for and I was happy to pass on some knowledge that […]