“If you asked people in 1989 what they needed to make their life better, it was unlikely that they would have said a decentralized network of information nodes that are linked using hypertext.”
Farmer & Farmer
The ultimate price for bad design is always payed by the end users, far away from the original stakeholders
John Romero
John Romero
John Romero
John Romero
"No prototypes. Just make the game. Polish as you go. Don't depend on polish happening later. Always maintain constantly shippable code."
John Romero
"It's incredibly important that your game can always be run by your team. Buletproof your engine by providing defaults upon load failure."
John Romero
"Keep your code absolutely simple. Keep looking at your functions ad figure out how you can simplify futher"
John Romero
"Great tools help make great games. Spend as much time on tools as possible"
John Romero
"We are our own best testing team and should never allow anyone else to experience bugs or see the game crash. Don't waste others' time. Test thoroughly before checking in your code."
John Romero
"Encapsulate functionality to ensure design consistency. This minimizes mistakes and saves design time."
John Romero
"Try to code transparently. Tell your lead and peers exactly how you are going to solve your current task and get feedback and advice. Do not treat game programming like each coder is a black box. The project could go off the rails and cause delays. "
Hakon Wium Lie
Hakon Wium Lie
Hakon Wium Lie
Hakon Wium Lie
Joel Spolsky
Joel Spolsky
Joel Spolsky
Joel Spolsky
Joel Spolsky