Author Archives: Corwyn

More XNA/WP7 Performance Stuff: Yes, More of that Mess

Yep, more little fiddly coding bits today. I

Posted in Nucleus, WP7, XNA | 1 Comment

Cross Dot Input… Wait what?

Another little snippet of wisdom from adventures in WP7 and XNA. Today it

Posted in Nucleus, WP7, XNA | Leave a comment

Stacks of Heaping Garbage Everywhere

Ah, garbage collection. One of the high (and also low, low, low) points in favor of/against managed solutions like C#/XNA. High, because it frees you from having to lose sleep at night over your pointers and allocation and memory leaks … Continue reading

Posted in Nucleus, WP7, XNA | Leave a comment

A Designer

So, what have we here? A new pair of category tags, it appears. In something of a mild departure from my usual design-oriented ramblings, I

Posted in WP7, XNA | Leave a comment

Death of the Author and Games that Aren

Today

Posted in Game Design, theory | Leave a comment

Best-laid Plans of Designers

Unsurprisingly, even for a relatively relaxed quarter, this one has been pretty intensive, making it difficult to post as frequently as I would like. So today shall make do with a quick post about my most recent unforeseen enormous mistake … Continue reading

Posted in Game Design, Menu | Leave a comment

The Levels, They are a-Changin

I

Posted in Game Design, theory | Leave a comment

Press X to Read This Blog: On Quick Time Events

I will be honest at the outset. I pretty much despise Quick Time Events (QTEs) in games. Unlike many who share this dislike, I don

Posted in Game Design, theory | Leave a comment

Post-Mortem: Winter Quarter 2010

What? A post-mortem on an academic quarter? How strangely game-designer-y! Indeed. But as Winter wrapped up last Thursday, I started to feel like I should talk about how it went and what I learned. So here we are, with my … Continue reading

Posted in Game Design, ITGM, Post-Mortems | 1 Comment

What We

When someone in SCAD Atlanta

Posted in ITGM, What We're Playing | Leave a comment