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	<title>Game g = new Game(); &#187; development</title>
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	<link>http://thomasschweitzer.com</link>
	<description>Nerdy thoughts</description>
	<lastBuildDate>Fri, 28 May 2010 09:25:35 +0000</lastBuildDate>
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		<title>Lean Software Practices 101</title>
		<link>http://thomasschweitzer.com/2010/05/28/lean-software-practices-101/</link>
		<comments>http://thomasschweitzer.com/2010/05/28/lean-software-practices-101/#comments</comments>
		<pubDate>Fri, 28 May 2010 09:25:35 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[development]]></category>
		<category><![CDATA[web]]></category>
		<category><![CDATA[agile]]></category>
		<category><![CDATA[lean]]></category>

		<guid isPermaLink="false">http://thomasschweitzer.com/?p=516</guid>
		<description><![CDATA[
I stumbled across this informative  Overview of Lean Software Practices, a transcript of a talk given by Tim Wingfield.
If you have been asleep the last 10 years, it lists Lean Software Development best practices in a metholodgy-agnostic way, like

Eliminate Waste
Build Quality in
Create Knowledge
Defer Commitments
Deliver Fast
Respect People
Optimize the Whole

Then again, chances are if you have been [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="Agile Zone" src="http://agile.dzone.com/sites/all/themes/dzone/images/mh_logo_agile.gif" alt="" width="290" height="50" /></p>
<p>I stumbled across this informative  <a href="http://java.dzone.com/articles/overview-lean-software">Overview of Lean Software Practices</a>, a transcript of a talk given by <a href="http://blog.timwingfield.com/">Tim Wingfield</a>.</p>
<p>If you have been asleep the last 10 years, it lists Lean Software Development best practices in a metholodgy-agnostic way, like</p>
<ul>
<li>Eliminate Waste</li>
<li>Build Quality in</li>
<li>Create Knowledge</li>
<li>Defer Commitments</li>
<li>Deliver Fast</li>
<li>Respect People</li>
<li>Optimize the Whole</li>
</ul>
<p>Then again, chances are if you <strong>have</strong> been asleep, you won&#8217;t be reading this blog anyway&#8230;</p>

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		<title>GDC 2010</title>
		<link>http://thomasschweitzer.com/2010/03/04/gdc-2010/</link>
		<comments>http://thomasschweitzer.com/2010/03/04/gdc-2010/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 07:06:09 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[development]]></category>
		<category><![CDATA[game industry]]></category>
		<category><![CDATA[work]]></category>
		<category><![CDATA[gdc]]></category>

		<guid isPermaLink="false">http://thomasschweitzer.com/?p=480</guid>
		<description><![CDATA[
I&#8217;m almost off to the Game Developers Conference in San Francisco.
This year again, the number of sessions about social, online, casual MMO etc. type of games increased &#8211; I should be attending most of the Social &#38; Online Games Summit on Tuesday and Wednesday, and will roam around the following days.
The plan is to cover [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.breakpointbooks.com/prodimages/GDC2010.jpg" align="right"><br />
I&#8217;m almost off to the <a href="http://www.gdconf.com/">Game Developers Conference</a> in San Francisco.</p>
<p>This year again, the number of sessions about social, online, casual MMO etc. type of games increased &#8211; I should be attending most of the <a href="http://gdconf.com/conference/sogs.html">Social &amp; Online Games Summit</a> on Tuesday and Wednesday, and will roam around the following days.</p>
<p>The plan is to cover the most interesting stuff here in the blog &#8211; we&#8217;ll see how this goes.</p>
<p>If you are in SF and care for a coffee or beer (or have invitations to a hot exclusive party&#8230;), let me know.</p>

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		<title>Violent Game Design (not only) for Manhunt</title>
		<link>http://thomasschweitzer.com/2009/11/29/violent-game-design-not-only-for-manhunt/</link>
		<comments>http://thomasschweitzer.com/2009/11/29/violent-game-design-not-only-for-manhunt/#comments</comments>
		<pubDate>Sun, 29 Nov 2009 22:08:38 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[vienna]]></category>

		<guid isPermaLink="false">http://thomasschweitzer.com/?p=436</guid>
		<description><![CDATA[
Yesterday I attended Jurie Horneman&#8217;s talk on the artistic merits of violence in video games.
Interestingly, he focused his detailed examples on Manhunt 1, and mentioned only his concepts and ideas for Manhunt 2 that did not make it into the final game. (During my time at Rockstar Vienna, Jurie was working on Manhunt 2 as [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-437" title="Manhunt " src="http://thomasschweitzer.com/wp-content/uploads/2009/11/mh2.jpg" alt="Manhunt " width="473" height="140" /></p>
<p>Yesterday I attended <a href="http://twitter.com/JurieOnGames">Jurie Horneman</a>&#8217;s talk on the artistic merits of violence in video games.</p>
<p>Interestingly, he focused his detailed examples on Manhunt 1, and mentioned only his concepts and ideas for Manhunt 2 that <strong>did not</strong> make it into the final game. (During my time at <a href="http://en.wikipedia.org/wiki/Rockstar_Vienna">Rockstar Vienna</a>, Jurie was working on Manhunt 2 as producer. After the studio was shut down and Manhunt 2 was released, Jurie posted the <a href="http://www.intelligent-artifice.com/2007/11/rockstar-viennas-missing-credits-for-manhunt-2.html">missing credits</a> for the Vienna development team on his blog)</p>
<p>Nevertheless, his points about violence being used so often because it&#8217;s (often) the easier route for game designers were going into the same direction as <a href="http://www.donau-uni.ac.at/de/universitaet/whois/10924/index.php">Doris C. Rusch</a> in her workshops about emotions as game design concepts.</p>

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		<title>iPhone Game Development Workshop</title>
		<link>http://thomasschweitzer.com/2009/10/20/iphone-game-development-workshop/</link>
		<comments>http://thomasschweitzer.com/2009/10/20/iphone-game-development-workshop/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 07:53:28 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[development]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://thomasschweitzer.com/?p=407</guid>
		<description><![CDATA[
Over the weekend I attended an iPhone game development lecture/workshop, presented by the dudes from radiolaris, an indie studio focusing on iPhone games. Their first release Radioflare, a music shoot&#8217;em up, received an IGF nomination.
Besides &#8220;pure&#8221; development topics, we covered a lot of diverse ground, from the economics and politics of the AppStore, to development [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://thomasschweitzer.com/wp-content/uploads/2009/10/neu_iphone3g_pair1.jpg" alt="iPhone 3G" title="iPhone 3G" width="200" height="240" class="alignright size-full wp-image-416" /><br />
Over the weekend I attended an <a href="http://www.donau-uni.ac.at/de/studium/kommunikationitmedien/produktion/index.php">iPhone game development lecture/workshop</a>, presented by the dudes from <a href="http://radiolaris.com/">radiolaris</a>, an indie studio focusing on iPhone games. Their first release <a href="http://radiolaris.com/radioflare/index.html">Radioflare</a>, a music shoot&#8217;em up, received an IGF nomination.</p>
<p>Besides &#8220;pure&#8221; development topics, we covered a lot of diverse ground, from the economics and politics of the AppStore, to development methodology (note to self: have to read on Scrum-ban, a crossover between Scrum and Kanban), compared various game engines and middleware, and exchanged opinions about &#8220;indie&#8221; and &#8220;commercial&#8221; games in general.</p>
<p>To summarize my key take-aways of those 3 days:</p>
<p><strong>Not one, but two AppStores</strong><br />
The AppStore is split into two parts &#8211; one (&#8220;AppStore A&#8221;) contains games and apps that cost 99 cents, the other (&#8220;AppStore B&#8221;) contains games and apps that are more expensive.</p>
<p>Each of them attracts different users &#8211; games in AppStore A are appealing to impulse buyers who browse and download mostly directly from their iPhone (so the games must be &lt;10MB in size). Users can always get new games very cheaply, and probably do not spend much time with a single game.</p>
<p>The other, AppStore B, contains &#8220;bigger&#8221;, more expensive games. Users interested in those games are the more traditional gamers, reading blogs, and expecting the game to be a service that has to be maintained by the developer.</p>
<p>An iPhone developer should chose wisely in which AppStore he wants to play, and take this into account when deciding not only on game design details, features, etc., but also on marketing. AppStore A is a difficult territory for professional game development studios, in terms of ROI.</p>
<p><strong>2D is good (enough)</strong><br />
The iPhone download charts are dominated by 2D games; 3D is not a real factor whether a game is going to be a success or not.</p>
<p><strong>Metrics</strong><br />
90k active apps (98k total apps seen in US AppStore), growing rapidly<br />
21k publishers</p>
<p>29 game submissions per day to Apple for approval, vs.<br />
138 non-games submissions per day</p>
<p>Current avg delay from submission to approval: 10 days (maximum: 43 days! yuck)</p>
<p>The profit margin is better for non-games:<br />
Current avg app price: $2.80<br />
Current avg game price: $1.39</p>
<p>Free/lite vs. paid/premium version &#8211; 3-5% of users downloading the free/lite version buy the premium version.</p>
<p>All metrics from <a href="http://148apps.biz/app-store-metrics/">148apps.biz</a> (highly recommended!).</p>
<p><strong>Middleware</strong><br />
Facebook and Twitter integration is expected, not optional!</p>
<p><a href="http://www.openfeint.com/developers">OpenFaint</a>, <a href="http://plusplus.com/">Plus+</a>, <a href="http://developer.agon-online.com/">Agon</a> and others make it very easy to integrate.</p>
<p>Also, <a href="http://www.pinchmedia.com/#pinchanalytics">Pinch Media</a> offers a free (for now) solution for ingame tracking and analytics (though I have to check out whether it would make (more) sense to use the Google Analytics AJAX API for that purpose).</p>
<p><strong>Input methods</strong><br />
Accelerometer (tilt control) should be used for one axis only (tilt left/right or up/down), as difficulty increases dramatically when trying to control 2 axis at the same time. </p>
<p>When using up/down, use an offset of 30° up as default, as users tend to use their phones tilted up.</p>
<p><strong>Cocos2D</strong><br />
<a href="http://www.cocos2d-iphone.org/">Cocos2D</a> seems to be the primary open sourced 2D game engine for the iPhone. It has a ton of features (sprite actions, scene transitions, audio, 2 different physics engines, particle effects, etc.), and especially the many samples give a very good overview and can be used as a starting point for a new game.</p>
<p>My favorite quote of the weekend comes from <a href="http://twitter.com/martinpi">martinpi</a>:</p>
<blockquote><p>&#8220;Memory Management am iPhone dürfte ziemlich intelligent sein, auf eine dumme Art und Weise.&#8221;</p></blockquote>
<p>Overall, it was a very interesting and inspiring weekend &#8211; thanks to everyone involved!</p>

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		<title>ImageMagick CPU load problems?</title>
		<link>http://thomasschweitzer.com/2009/08/13/imagemagick-cpu-load-problems/</link>
		<comments>http://thomasschweitzer.com/2009/08/13/imagemagick-cpu-load-problems/#comments</comments>
		<pubDate>Thu, 13 Aug 2009 11:21:19 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[development]]></category>
		<category><![CDATA[technics]]></category>

		<guid isPermaLink="false">http://thomasschweitzer.com/?p=306</guid>
		<description><![CDATA[
I assume this is only interesting for a very limited crowd. Still, it is worth mentioning:
ImageMagick may behave as a complete (meaning 99%) CPU resource hog, if several convert processes are running at the same time, as described by several users in the forums. 
What worked for me: disabling IM&#8217;s internal threading. Sounds weird, but [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.imagemagick.org/image/logo.jpg" alt="ImageMagick logo" /></p>
<p>I assume this is only interesting for a very limited crowd. Still, it is worth mentioning:</p>
<p>ImageMagick may behave as a complete (meaning 99%) CPU resource hog, if several convert processes are running at the same time, as described by <a href="http://www.imagemagick.org/discourse-server/search.php?keywords=cpu&#038;terms=all&#038;author=&#038;sc=1&#038;sf=all&#038;sk=t&#038;sd=d&#038;sr=posts&#038;st=0&#038;ch=300&#038;t=0&#038;submit=Search">several users</a> in the forums. </p>
<p>What worked for me: <a href="http://www.imagemagick.org/discourse-server/viewtopic.php?f=1&#038;t=14307&#038;hilit=cpu">disabling IM&#8217;s internal threading</a>. Sounds weird, but apparently there are some issues (especially?/only?) on RHEL/CentOS machines.</p>
<p>Build with configure &#8211;disable-openmp, and several parallel processes did not stall the CPU any longer. </p>

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		<title>New RIA resources</title>
		<link>http://thomasschweitzer.com/2009/05/26/new-ria-resources/</link>
		<comments>http://thomasschweitzer.com/2009/05/26/new-ria-resources/#comments</comments>
		<pubDate>Tue, 26 May 2009 09:54:04 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[development]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[web]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[idea]]></category>
		<category><![CDATA[intellij]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[RIA]]></category>

		<guid isPermaLink="false">http://thomasschweitzer.com/?p=250</guid>
		<description><![CDATA[Found Census &#8211; great site which allows comparison between various data loading mechanisms for RIAs. Seems like Flex/AMF3 has a big advantage both in exec time and bandwidth:

And, related to my previous post, here is a demo explaining how to setup BlazeDS and Flex in IntelliJ IDEA, including debugging both the client and the server [...]]]></description>
			<content:encoded><![CDATA[<p>Found <a href="http://www.jamesward.com/census/">Census</a> &#8211; great site which allows comparison between various data loading mechanisms for RIAs. Seems like Flex/AMF3 has a big advantage both in exec time and bandwidth:</p>
<p><a href="http://www.jamesward.com/blog/2007/12/12/blazebench-why-you-want-amf-and-blazeds/"><img src="http://www.jamesward.org/wordpress/wp-content/uploads/2007/12/blazebench.jpg" alt="Census" /></a></p>
<p>And, related to my <a href="http://thomasschweitzer.com/2009/05/25/a-praise-for-blazeds/">previous post</a>, here is a demo explaining <a href="http://www.jetbrains.com/idea/training/demos/blaze_ds.html">how to setup BlazeDS and Flex in IntelliJ IDEA</a>, including debugging both the client and the server side &#8211; nice!</p>

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		<title>A Praise for BlazeDS?</title>
		<link>http://thomasschweitzer.com/2009/05/25/a-praise-for-blazeds/</link>
		<comments>http://thomasschweitzer.com/2009/05/25/a-praise-for-blazeds/#comments</comments>
		<pubDate>Mon, 25 May 2009 15:45:46 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Atlantis]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[technics]]></category>
		<category><![CDATA[web]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[java]]></category>

		<guid isPermaLink="false">http://thomasschweitzer.com/?p=244</guid>
		<description><![CDATA[I never got around giving Flex a serious try. 
The most interesting features, like the Live Cycle Data Services, allowing server push-based RIAs, are very expensive, and I did not had the need for anything else that I could not handle using some simple (Y)UI thrown together and hooked into a DB using Grails.
Now, the [...]]]></description>
			<content:encoded><![CDATA[<p>I never got around giving Flex a serious try. </p>
<p>The most interesting features, like the <a href="http://www.adobe.com/products/livecycle/dataservices/">Live Cycle Data Services</a>, allowing server push-based RIAs, are very expensive, and I did not had the need for anything else that I could not handle using some simple (Y)UI thrown together and hooked into a DB using <a href="http://www.grails.org/">Grails</a>.</p>
<p>Now, the current implementation of our <a href="http://www.at.lant.is/">Atlantis</a> backend polls every n seconds from the server and new messages are added, via AJAX. This led to some browser stability problems and a general bottleneck if several AJAX-&#8221;windows&#8221; are opened and each of them refreshed every n seconds, respectively.</p>
<p>Affter some research, I stumbled across <a href="http://www.adobe.com/devnet/livecycle/articles/blazeds_gettingstarted_04.html">BlazeDS</a>, which might solve this problem &#8211; another part of Adobe technology that was released open source, and should provide the basic functionality needed to access hibernated Java objects from Flex, plus allowing push subscriptions and notifications from the server to the client.</p>
<p>I will check out this <a href="http://wet-media.de/wetblog/?p=3">tutorial about getting Flex, BlazeDS and Hibernate</a> to work together.</p>
<p>Also, there is a great post about the differences of the <a href="http://gregsramblings.com/2008/03/27/livecycle-ds-vs-livecycle-es-clearing-up-the-confusion/">various flavors and licensing details</a>, as well as <a href="http://sujitreddyg.wordpress.com/2008/01/31/blazeds-and-lcds-feature-difference/">another one</a>.</p>
<p>I will post my findings here.</p>

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		<title>AiGameDev.com premium re-opening</title>
		<link>http://thomasschweitzer.com/2009/05/06/aigamedevcom-premium-re-opening/</link>
		<comments>http://thomasschweitzer.com/2009/05/06/aigamedevcom-premium-re-opening/#comments</comments>
		<pubDate>Wed, 06 May 2009 12:23:09 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[web]]></category>

		<guid isPermaLink="false">http://thomasschweitzer.com/?p=240</guid>
		<description><![CDATA[
I worked with Alex Champandard during my time at Rockstar Vienna. 
He launched his site AiGameDev.com a while ago, and is now re-opening the premium section:
We&#8217;ll be reopening the Premium Membership Area on Wednesday, May 6th. In the process of relaunching, we’ll fill you in on what’s changing in the world of game AI, show [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://aigamedev.com/"><img src="http://aigamedev.com/fileadmin/i/logoaigamedev.png" alt="AiGameDev.com" /></a></p>
<p>I worked with <a href="http://aigamedev.com/lower-footermenu/site/author/">Alex Champandard</a> during my time at <a href="http://en.wikipedia.org/wiki/Rockstar_Vienna">Rockstar Vienna</a>. </p>
<p>He launched his site <a href="http://aigamedev.com/">AiGameDev.com</a> a while ago, and is now re-opening the premium section:</p>
<blockquote><p>We&#8217;ll be reopening the Premium Membership Area on Wednesday, May 6th. In the process of relaunching, we’ll fill you in on what’s changing in the world of game AI, show you the techniques and ideas you need to stay on top of, and give you a whole bunch of bonuses and extras from our very best content.</p></blockquote>
<p>If you are even remotely interested in AI, check it out!</p>

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