My exit from the PTBO Tech Slack may have come as a surprise to some. Getting out a head of speculation, it’s more about my own limit of bandwidth.
It’s been over 10 years since I partook in the post-secondary education systems ecosystem. I’ve got a checkered past when it comes to attendance, no sense avoiding that.
Every few months there is a wave of emails about students wanting to intern at dotBunny. Almost all are turned down, here is why!
One of the most impactful decision any business owner will ever make is whom they choose to hire. Asking these 4 questions will save you time and money.
The journey of an indie game developer to becoming a Twitch Affiliate. Not for the faint of heart!
It’s been just about a week since we started aggressively working on our own game at dotBunny. The feeling of making something of our own is awesome!
Shortly after the Torment roll off, we decided to create something substantial that we could pour our hearts and souls into and call our own. Dethol.
When Prey was released it brought back memories of the last reboot which I got sucked into. This was something different, something more, something special.
Technology has created a 24/7 production pipeline of information for consumption, where “news” outlets are in a constant battle. Uber was a casualty of war.
The night after the inaugural PTBO Game Jam event, I started looking at creating a new website for the event. One which could be maintained by the growing community. In-order to grow the event I would need a marketing machine and staff that I could delegate too.
As we go through life many people become hyper focused on money. They forget the value of the thing we do not control, time.
A second day on evaluating engines. Looking at Unreal Engine’s Signed Distance Field Shadows. It makes the decision easy.
Back in October of 2015, one of dotBunny’s favourite contractors (Dan Gies) reached out about an idea. He needed our technical backing to bring the idea to life. Dan’s studio E*D Films had grown into a well-known boutique animation studio in Montreal.
As I look at the “drafts” indicator on the backend of this site, it keeps taunting me with the giant 8 plastered beside it. It is not like I haven’t gotten some really great ideas and started writing things down, but I never managed to get any of those articles to the point where I was satisfied with them. I’m still leaving them there to go back to in the future and flush out further. That however highlighted a much more pressing point of “why are there 8, why can’t I just finish one”. The answer to that problem is much more interesting and what I thought I would write a little about.
My glorious return to having a blog and doing the blogging thing. Who will I offend? Who’s bullshit will I call? This and more on the blog!
Cloney presents a rare and wonderful opportunity to discuss game development: the mistakes, the process and what it actually took to get it done.