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	<title>Comments for HobbyGameDev</title>
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	<link>http://www.hobbygamedev.com</link>
	<description>Formerly GameDevLessons.com</description>
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		<title>Comment on Question About Comp Sci Major and Game Development by [hobbygamedev.com]Questions about comp sci major &#124; Cymons Games</title>
		<link>http://www.hobbygamedev.com/beg/cs-major/comment-page-1/#comment-1159</link>
		<dc:creator>[hobbygamedev.com]Questions about comp sci major &#124; Cymons Games</dc:creator>
		<pubDate>Mon, 30 Jan 2012 13:37:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=6346#comment-1159</guid>
		<description>[...] http://www.hobbygamedev.com/beg/cs-major/   Filed under: News Comment (0) [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://www.hobbygamedev.com/beg/cs-major/" rel="nofollow">http://www.hobbygamedev.com/beg/cs-major/</a>   Filed under: News Comment (0) [...]</p>
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		<title>Comment on Question About Comp Sci Major and Game Development by tartley</title>
		<link>http://www.hobbygamedev.com/beg/cs-major/comment-page-1/#comment-1157</link>
		<dc:creator>tartley</dc:creator>
		<pubDate>Mon, 30 Jan 2012 12:00:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=6346#comment-1157</guid>
		<description>Disclaimer: I&#039;m not a game developer, so I don&#039;t really know what I&#039;m talking about. I&#039;m a software engineer who has produced a couple of hobbyist games on the side.

It&#039;s fair to note that being a game developer involves a lot more than just the things you&#039;ll be taught during a CS major. But the same is true for any sort of developer: web developers, embedded systems, geographic info systems, mathematical modelling, finance, scientific applications, radar analysis and any kind of start-up (to namecheck the kinds of roles I&#039;ve dabbled in through my software career.)

Nobody would have taken me seriously if I&#039;d applied for roles as a developer of geographic software without a CS degree. This isn&#039;t just a matter of perception. I would have been a rubbish geographic software developer without it. The same is true of games developers. It&#039;s possibly to produce a few games with entirely self-taught skills, but the range and depth of what you&#039;re capable of will be nowhere near as large as if you do the major.

Before you think I&#039;m being elitist and dismissing other people to make myself look clever, consider this: I don&#039;t actually have the much-vaunted CS degree (I did electronics) and now, twenty years later, I regret that decision because I was a rubbish geographic information systems developer, who achieved nothing of note during that part of my career. Obviously by now I&#039;ve read and studied and self-taught myself everything that I missed during my undergrad, and plenty more, but in the meantime, the best of my peers have been building on top of their undergraduate studies, instead of consolidating them like me.

Learn from my mistake. If you want to be the best game developer you can be, then challenge and stretch yourself. There are many axes along which to do it, and a CS degree is one of the most challenging, aimed squarely at one of the hardest part of a game developer&#039;s required skillset, and hence is one of the most rewarding things you could do.</description>
		<content:encoded><![CDATA[<p>Disclaimer: I&#8217;m not a game developer, so I don&#8217;t really know what I&#8217;m talking about. I&#8217;m a software engineer who has produced a couple of hobbyist games on the side.</p>
<p>It&#8217;s fair to note that being a game developer involves a lot more than just the things you&#8217;ll be taught during a CS major. But the same is true for any sort of developer: web developers, embedded systems, geographic info systems, mathematical modelling, finance, scientific applications, radar analysis and any kind of start-up (to namecheck the kinds of roles I&#8217;ve dabbled in through my software career.)</p>
<p>Nobody would have taken me seriously if I&#8217;d applied for roles as a developer of geographic software without a CS degree. This isn&#8217;t just a matter of perception. I would have been a rubbish geographic software developer without it. The same is true of games developers. It&#8217;s possibly to produce a few games with entirely self-taught skills, but the range and depth of what you&#8217;re capable of will be nowhere near as large as if you do the major.</p>
<p>Before you think I&#8217;m being elitist and dismissing other people to make myself look clever, consider this: I don&#8217;t actually have the much-vaunted CS degree (I did electronics) and now, twenty years later, I regret that decision because I was a rubbish geographic information systems developer, who achieved nothing of note during that part of my career. Obviously by now I&#8217;ve read and studied and self-taught myself everything that I missed during my undergrad, and plenty more, but in the meantime, the best of my peers have been building on top of their undergraduate studies, instead of consolidating them like me.</p>
<p>Learn from my mistake. If you want to be the best game developer you can be, then challenge and stretch yourself. There are many axes along which to do it, and a CS degree is one of the most challenging, aimed squarely at one of the hardest part of a game developer&#8217;s required skillset, and hence is one of the most rewarding things you could do.</p>
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		<title>Comment on Zylatov Sisters (80&#8242;s arcade-style co-op) by 3 Mini-Portmortems &#124; HobbyGameDev</title>
		<link>http://www.hobbygamedev.com/spx/play-zylatov/comment-page-1/#comment-1156</link>
		<dc:creator>3 Mini-Portmortems &#124; HobbyGameDev</dc:creator>
		<pubDate>Mon, 30 Jan 2012 08:52:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=5777#comment-1156</guid>
		<description>[...] As an experiment in modular game design to help reduce overhead Zylatov Sisters was successful in producing a good amount of variety and giving a number of beginning developers in our videogame development club a mix of experience. (I&#8217;ve previously written HGD entries about our process, and also some of our design decisions) [...]</description>
		<content:encoded><![CDATA[<p>[...] As an experiment in modular game design to help reduce overhead Zylatov Sisters was successful in producing a good amount of variety and giving a number of beginning developers in our videogame development club a mix of experience. (I&#8217;ve previously written HGD entries about our process, and also some of our design decisions) [...]</p>
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		<title>Comment on Establishing a Videogame Development Club by Question About Comp Sci Major and Game Development &#124; HobbyGameDev</title>
		<link>http://www.hobbygamedev.com/articles/vol7/establishing-a-videogame-development-club/comment-page-1/#comment-1155</link>
		<dc:creator>Question About Comp Sci Major and Game Development &#124; HobbyGameDev</dc:creator>
		<pubDate>Mon, 30 Jan 2012 08:10:55 +0000</pubDate>
		<guid isPermaLink="false">http://gamedevlessons.ryanburrell.com/?p=1013#comment-1155</guid>
		<description>[...] As you&#8217;ve probably already discovered, game development generally isn&#8217;t really part of CS curriculum, except perhaps for a single high level elective class. Almost all of my game development during college came from (co-)founding extracurricular clubs. [...]</description>
		<content:encoded><![CDATA[<p>[...] As you&#8217;ve probably already discovered, game development generally isn&#8217;t really part of CS curriculum, except perhaps for a single high level elective class. Almost all of my game development during college came from (co-)founding extracurricular clubs. [...]</p>
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	<item>
		<title>Comment on Zylatov Sisters Process and Progress by 3 Mini-Portmortems &#124; HobbyGameDev</title>
		<link>http://www.hobbygamedev.com/adv/zylatov/comment-page-1/#comment-1153</link>
		<dc:creator>3 Mini-Portmortems &#124; HobbyGameDev</dc:creator>
		<pubDate>Fri, 27 Jan 2012 10:38:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=5470#comment-1153</guid>
		<description>[...] videogame development club a mix of experience. (I&#8217;ve previously written HGD entries about our process, and also some of our design [...]</description>
		<content:encoded><![CDATA[<p>[...] videogame development club a mix of experience. (I&#8217;ve previously written HGD entries about our process, and also some of our design [...]</p>
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		<title>Comment on Skill in Mediated Input by rcburrell</title>
		<link>http://www.hobbygamedev.com/adv/skill-in-mediated-input/comment-page-1/#comment-1147</link>
		<dc:creator>rcburrell</dc:creator>
		<pubDate>Sat, 07 Jan 2012 21:51:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=6018#comment-1147</guid>
		<description>Another interesting item that I didn&#039;t see in here anywhere (though it&#039;s possible I just read over it and missed it) is responsiveness to controls within a fixed physical space, something that has become increasingly important with the use of virtual D-pads for mobile games. Games such as RocketCat&#039;s Mage Gauntlet or Halfbrick&#039;s Age of Zombies are notable examples. Both allow you to place your thumbs/fingers in any location on the screen to start as the point of origin for the VD-pad, which is a nice usability feature. 

However, your movement capabilities are still within a finite distance from that origin point, which means that people with less minute precision control will have a more difficult time playing these games by default. They will have trouble smoothly using the virtual stick within a physical area roughly half the size of physical analog sticks on, say, Xbox or PS controllers. Many games allow you to adjust your stick sensitivity settings, but for a mobile device with a control area roughly half an inch in size with no physical feedback, such settings wouldn&#039;t result in much noticeable change.</description>
		<content:encoded><![CDATA[<p>Another interesting item that I didn&#8217;t see in here anywhere (though it&#8217;s possible I just read over it and missed it) is responsiveness to controls within a fixed physical space, something that has become increasingly important with the use of virtual D-pads for mobile games. Games such as RocketCat&#8217;s Mage Gauntlet or Halfbrick&#8217;s Age of Zombies are notable examples. Both allow you to place your thumbs/fingers in any location on the screen to start as the point of origin for the VD-pad, which is a nice usability feature. </p>
<p>However, your movement capabilities are still within a finite distance from that origin point, which means that people with less minute precision control will have a more difficult time playing these games by default. They will have trouble smoothly using the virtual stick within a physical area roughly half the size of physical analog sticks on, say, Xbox or PS controllers. Many games allow you to adjust your stick sensitivity settings, but for a mobile device with a control area roughly half an inch in size with no physical feedback, such settings wouldn&#8217;t result in much noticeable change.</p>
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		<title>Comment on ActionScript 3 Entries and Notes on HTML5 by rcburrell</title>
		<link>http://www.hobbygamedev.com/int/as3-and-notes-on-html5/comment-page-1/#comment-1146</link>
		<dc:creator>rcburrell</dc:creator>
		<pubDate>Sat, 07 Jan 2012 21:31:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=5884#comment-1146</guid>
		<description>We&#039;ve done a lot of work comparing Flash and HTML5 and where the best place to apply each technology set lies. It&#039;s an interesting junction that we exist at right now, both from a pure tech capability standpoint and also from a social/perception standpoint. 

Apple - for right or wrong - has gone a long way to add a note of negativity to the public perception of Flash. This has long been the case for websites and their creators, where things such as searchability, accessibility, etc. have been deemed of higher importance than the extra interactivity that Flash can bring. With HTML5 technologies coming into wider use, Flash has become almost non-existent for website use.

Games are a totally different story. HTML5 has the potential to match Flash for performance and capability, but the core frameworks and (perhaps most importantly) the toolsets don&#039;t really exist in any sort of optimized format yet. Flash is still the easiest and best option for web-based gaming but that could change in the not-too-distant future.

However, the money just doesn&#039;t seem to be there for web-based games vs. mobile apps / XBLA / Steam / etc unless you can make a big impact with a Facebook offering or an exclusive game for a large portal like PopCap or Big Fish.</description>
		<content:encoded><![CDATA[<p>We&#8217;ve done a lot of work comparing Flash and HTML5 and where the best place to apply each technology set lies. It&#8217;s an interesting junction that we exist at right now, both from a pure tech capability standpoint and also from a social/perception standpoint. </p>
<p>Apple &#8211; for right or wrong &#8211; has gone a long way to add a note of negativity to the public perception of Flash. This has long been the case for websites and their creators, where things such as searchability, accessibility, etc. have been deemed of higher importance than the extra interactivity that Flash can bring. With HTML5 technologies coming into wider use, Flash has become almost non-existent for website use.</p>
<p>Games are a totally different story. HTML5 has the potential to match Flash for performance and capability, but the core frameworks and (perhaps most importantly) the toolsets don&#8217;t really exist in any sort of optimized format yet. Flash is still the easiest and best option for web-based gaming but that could change in the not-too-distant future.</p>
<p>However, the money just doesn&#8217;t seem to be there for web-based games vs. mobile apps / XBLA / Steam / etc unless you can make a big impact with a Facebook offering or an exclusive game for a large portal like PopCap or Big Fish.</p>
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		<title>Comment on Everyone&#8217;s Platformer: Editor, 3 Level Demo, and Full Source Code by ActionScript 3 Entries and Notes on HTML5 &#124; HobbyGameDev</title>
		<link>http://www.hobbygamedev.com/beg/everyones-platformer-editor-and-3-level-demo/comment-page-1/#comment-1142</link>
		<dc:creator>ActionScript 3 Entries and Notes on HTML5 &#124; HobbyGameDev</dc:creator>
		<pubDate>Sun, 25 Dec 2011 10:27:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=2688#comment-1142</guid>
		<description>[...] Everyone&#8217;s Platformer &#8211; Advanced platformer example, built from the ground up, that incorporates external file loading, optimized collision detection, a built-in level editor, and a variety of other features [...]</description>
		<content:encoded><![CDATA[<p>[...] Everyone&#8217;s Platformer &#8211; Advanced platformer example, built from the ground up, that incorporates external file loading, optimized collision detection, a built-in level editor, and a variety of other features [...]</p>
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		<title>Comment on Zylatov Sisters by ActionScript 3 Entries and Notes on HTML5 &#124; HobbyGameDev</title>
		<link>http://www.hobbygamedev.com/games/zylatov-sisters/comment-page-1/#comment-1141</link>
		<dc:creator>ActionScript 3 Entries and Notes on HTML5 &#124; HobbyGameDev</dc:creator>
		<pubDate>Sun, 25 Dec 2011 10:14:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=5834#comment-1141</guid>
		<description>[...] as the target, is the EZPlatformer example for Flixel. We used this tutorial as the foundation for Zylatov Sisters, as described in the entry on process for that [...]</description>
		<content:encoded><![CDATA[<p>[...] as the target, is the EZPlatformer example for Flixel. We used this tutorial as the foundation for Zylatov Sisters, as described in the entry on process for that [...]</p>
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		<title>Comment on Vision by Proxy: 2nd Ed by ActionScript 3 Entries and Notes on HTML5 &#124; HobbyGameDev</title>
		<link>http://www.hobbygamedev.com/games/vision-by-proxy-2nd-edition/comment-page-1/#comment-1140</link>
		<dc:creator>ActionScript 3 Entries and Notes on HTML5 &#124; HobbyGameDev</dc:creator>
		<pubDate>Sun, 25 Dec 2011 09:24:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.hobbygamedev.com/?p=5853#comment-1140</guid>
		<description>[...] This engine was used as the foundation for Vision by Proxy: Second Edition. [...]</description>
		<content:encoded><![CDATA[<p>[...] This engine was used as the foundation for Vision by Proxy: Second Edition. [...]</p>
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