際際滷shows by User: GosaMihai / http://www.slideshare.net/images/logo.gif 際際滷shows by User: GosaMihai / Wed, 22 Jun 2016 09:18:15 GMT 際際滷Share feed for 際際滷shows by User: GosaMihai How We Won Gamedev By Rolling Our Own Tech (no notes) /slideshow/how-we-won-gamedev-by-rolling-our-own-tech-no-notes/63327531 publishversion-160622091815
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest. ]]>

Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest. ]]>
Wed, 22 Jun 2016 09:18:15 GMT /slideshow/how-we-won-gamedev-by-rolling-our-own-tech-no-notes/63327531 GosaMihai@slideshare.net(GosaMihai) How We Won Gamedev By Rolling Our Own Tech (no notes) GosaMihai Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/publishversion-160622091815-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, we managed to make 2014&#39;s best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the &quot;unified everything&quot; game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
How We Won Gamedev By Rolling Our Own Tech (no notes) from Mihai Gosa
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How We Won Gamedev By Rolling Our Own Tech (notes included) /slideshow/how-we-won-gamedev-by-rolling-our-own-tech-notes-included/63327000 publishversion-160622090503
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.]]>

Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.]]>
Wed, 22 Jun 2016 09:05:03 GMT /slideshow/how-we-won-gamedev-by-rolling-our-own-tech-notes-included/63327000 GosaMihai@slideshare.net(GosaMihai) How We Won Gamedev By Rolling Our Own Tech (notes included) GosaMihai Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/publishversion-160622090503-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine? With a small team and no budget, we managed to make 2014&#39;s best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms. Without using any third-party engines or tools. Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable. Learn about the extreme simplicity of the production pipeline and the &quot;unified everything&quot; game engine used for Door Kickers. Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
How We Won Gamedev By Rolling Our Own Tech (notes included) from Mihai Gosa
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https://cdn.slidesharecdn.com/profile-photo-GosaMihai-48x48.jpg?cb=1523403506 www.inthekillhouse.com https://cdn.slidesharecdn.com/ss_thumbnails/publishversion-160622091815-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/how-we-won-gamedev-by-rolling-our-own-tech-no-notes/63327531 How We Won Gamedev By ... https://cdn.slidesharecdn.com/ss_thumbnails/publishversion-160622090503-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/how-we-won-gamedev-by-rolling-our-own-tech-notes-included/63327000 How We Won Gamedev By ...