Development Journal for Price of Persia
Jordan Mechner is an author, graphic novelist, screenwriter and video game designer, best known as the creator of Prince of Persia. Follow his latest projects here.
The latest blog posts to take off on Hacker News. 2,047 posts.
Jordan Mechner is an author, graphic novelist, screenwriter and video game designer, best known as the creator of Prince of Persia. Follow his latest projects here.
Jordan Mechner is an author, graphic novelist, screenwriter and video game designer, best known as the creator of Prince of Persia. Follow his latest projects here.
Because The LEGO Company get paranoid about this sort of thing let me make it clear that I have no affiliation with them, that my views are my own and do not necessarily represent theirs, and so on. So if you think any of this is official you are as deluded as they are.
I grew up a serious gamer in a family of people who really, really weren't. I was, while loved, regarded as an oddity. A peculiar mutation. ...
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Procedural music, art, computation and some other things.
A lot of people have been curious about how the AI in AI War: Fleet Command works, since we have been able to achieve so much more realisti...
I wrote a couple of articles not long ago about how the expected price for Indie games is becoming really cheap. Too cheap to support a th...
Posts about Poker Bot written by Mazur
If you've been wondering why my project blog has been pretty quiet, I can finally say it is because I have been helping Xbox with Project Na...
A few weeks ago, I talked about how the d20 system (You know: Hit points, damage rolls, and health potions) was great for tabletop games but terrible for video gaming. I suggested that developers would do well to come up with a new system for dealing with deadly combat rather than using the d20 system when it doesn’t…
In the first Terminator movie, the audience sees the world from the T-800’s view several times. It is well-known that in two instances, there is 6502 assembly code on the T-800’s HUD, and many sites have analyzed the contents: It’s Apple-II code taken from Nibble Magazine. Here are HD versions of…
The following was published in the January 2009 issue of Game Developer magazine… Most game developers are familiar with Sid’s dictum that “a good game is a series of interesting choice…
How do you break the news to your coworkers that you’re leaving your job at a major game studio to pursue indie development? With a game, of course.
For once, developers were able to read the source code of an id software product just a few days after its release. I spent a week in my spare time reading the internal of the Wolfenstein 3D for iPhone engine. It is by far the cleanest and easiest id source code release to date. This review is far from being…
The first part of this column, in which I gave the full sales figures for one of my games, Geneforge 4: Rebellion , attracted a fair amount...
I get a lot of questions from young, aspiring Indie developers, and the most common query is: How many copies of a game does Spiderweb Softw...
Very thought-provoking article. I especially liked the tie-in at the end to the questions modern science is considering about the Big Bang. You make a very valid point -- those sorts of questions are meaningless in the context of the embedded system. The whole time I was reading your Mario Kart analogy, I couldn't…