Ted Brown's Blog
Ted Brown [LinkedIn] is a game designer and writer with eight years of experience, and is currently the sole developer on Chess Heroes. Please give it a look on Steam Greenlight, Facebook, and his blog at oreganik.com.
Short bio: One of the first graduates of the Guildhall at SMU, Ted has worked on a wide variety of games, from AAA console titles to top-market social games. He is passionate about the industry and games as a medium, and would like to be independently wealthy so he could just make games all day, write stories at night, then cook cajun food and craft beer on the weekends.
Expert Blogs
Can a "mainstream" indie game survive the Greenlight process? The creator of Chess Heroes has his doubts.
A brief glimpse into the stress, joy, disappointment, and glory that goes hand in hand with indie game development.
Being "bored of games" as a developer is a demoralizing state of affairs. But how could the CEO of a game company admit to this? It turns out there's a connection between personality types, social interactions, and game interactions that could explain it.
Posted by
Ted Brown
on Mon, 20 May 2013 08:34:00 EDT
in
A short, poetical musing on physical form and the new generation gap.
Posted by
Ted Brown
on Wed, 15 May 2013 08:00:00 EDT
in
Eight years in the industry, and met with a wall of silence on the job search. How can job seekers fix what's wrong if they aren't given feedback? Warning: highly personal.
BioShock: Infinite delivers a comic book experience instead of insightful commentary. Its narrative core is a cheap trick instead of eternal truth. So was it a missed opportunity? Or is something deeper going on?
Ted Brown's Comments
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[Blog - 10/24/2013 - 05:28]
I 'm taking the same ...
I 'm taking the same tack with Chess Heroes. Glad to see I 'm not alone. Best of luck with your campaign
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[Blog - 10/10/2013 - 09:45]
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[Blog - 09/28/2013 - 12:07]
That level of analysis is ...
That level of analysis is exactly what I was looking for, especially the touch/press issue. Thanks, Tommy. r n r nIt seems like the promise of this controller is not to duplicate digital button functionality, but to work as a close analogue for the reasons you describe, specifically twitch-based mechanics ...
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[Blog - 09/26/2013 - 07:10]
My takeaway is that designers ...
My takeaway is that designers see games differently than players do. We are delighted by complexity, and believe that a game must have a certain minimum level of depth to be viable. r n r nMafia Wars farts in the face of that idea. sorry, you said 6th grader, right ...
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[Blog - 09/10/2013 - 04:05]
Thanks, John r n r ...
Thanks, John r n r nAs an aside, how do you manage memory limitations when using singletons, since Unity can 't know ahead of time what will be in memory since they aren 't linked in the inspector Do you have a test case that loads all possible singletons into ...
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[Blog - 08/15/2013 - 06:43]
TO SAVE RUN-TIME CHANGES to ...
TO SAVE RUN-TIME CHANGES to a component, you can right-click on the component and copy its values. After stopping the game, right-click on the component and paste the values. r n r n sorry for the all caps, if it gets your attention and saves your bacon it 's worth ...