Author Archives: George

Setting up an Automated Build in an iOS environment – part 5

I’ve recently been trying out Testflight as a method for getting beta builds out to testers.  Testflight handles a number of things for you – over the air distribution of builds, notification e-mails, download stats and more.  It’s a great system, but my first thought when I started experimenting with it was: “Can I incorporate […]

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Thoughts for my younger self

At a mobile devs meetup this week, it became apparent that I’m now one of the old guard.  I’ve always been someone who enjoys passing on useful information to others.  Teaching a game design course for University students also makes me realise how much they have to learn, how much I take for granted after […]

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Puzzle Planets Postmortem

Time for a short break from Faerie stuff this week.  For three months at the end of last year I was contracted to work on a game for Runaway in conjunction with National Geographic.  We had a fairly simple brief – build a game around based on the TV show “Clash of the Continents“.  Clash […]

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Faerie’s Journey – part 7

In which George puts together the beginnings of a rendering system, trying to leave his bad Open GL habits behind him. Bad Habits It’s true.  I have been known to write bad Open GL code.  By bad I mean simple, immediate mode code.  I learnt GL programming on SGI machines that cost a fortune and […]

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Faerie’s Journey – part 6

In which George is welcomed back into the fold after a long time in the blogging wilderness… iDevBlogADay First off, it’s nice to be back and contributing to iDevBlogADay.  When Miguel first kicked this off I don’t think anyone ever expected it to be as successful as it has been.  So a big thank you […]

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Developers helping Quake Victims

New Zealand was rocked this week by a massive earthquake right under Christchurch, one of our biggest cities.  Hundreds are dead or missing, the CBD is flattened and many suburbs have been flooded through liquifaction.  Acorn Heroes is proud to be part of an initiative to help raise money for relief efforts. It’s simple.  All […]

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Faerie’s Journey – part 5

In which George tries something new, is impressed, but still insists on doing things the old fashioned way… OpenGL 2.0 – An apology OK, let’s get this out of the way.  I haven’t got very far with the shader / GL v2.0 side of things.  However I have been busy.  My current day job is […]

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Faerie’s Journey – part 4

In which George gets called a lazy git and discovers himself in a deep hole, holding a shovel and wondering how he ended up in this trap again… Analysis Paralysis I don’t know if that’s a well known phrase or if I just made it up, but it perfectly captures what happened to me over […]

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Faerie’s Journey – part 3

In which George shows off some really ugly screens, ponders OpenGL and answers an important question… Screens! I mentioned in a previous post that one of the first things I like to do when starting a new project is get the basic flow from screen to screen sorted out.  First off, I looked around at […]

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Faerie’s Journey – part 2

In which George lays out his initial project structure with the best of intentions, knowing full well that it’ll get all messy one way or another… Every journey begins with a single step… Yes I have been working on Faerie on and off for a while now, but this week marks the writing of the […]

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