My Book
- Polyominoes (Downloadable PDF available, draft version)
PDFs
(Some of these are also on this blog.)
- How to debug (for game programmers)
- Hex Grid Geometry for Game Developers
- Pentagons
- 2D Minimum and Maximum Filters: Algorithms and Implementation Issues
- Difference and Function Equations Reference
- XSI Scripting Using Python: Course Notes (Out of Date)
On Game Developer
(These appeared originally on Gamasutra.)
- Four Decades of Advergames
- How to debug
- Algorithms for making more interesting mazes
- 50 Tips and Best Practices for Unity
- Color in games: An in-depth look at one of game design’s most useful tools
- 20 Fun Grid Facts (Hex Grids)
- Porting Grids from Unity to GameMaker
- Making tools: things we didn’t know a year ago
- Rapid Game Prototyping: Tips for Programmers
On Gamelogic
These are short technical art tutorials on various aspects of tile making:
- The design and implementation of object pools
- A cheat for seamless hex tiles
- How do I make a seamless hex tile that can be rotated?
- Designing tiles for a triangular maze
- How do I make a seamless parallelogram tile?
- How do I make a seamless hex tile?
On Plinq
(Update 2023: The original pages are no longer live, but I republished these articles here.)
- Game Genres for Dummies
- Avoid these 50 mistakes when you make an advergame
- How points, leaderboards, and badges change the way players play
- The 12 ways games can be used to advertise
- How to use A/B testing in advergames
On LinkedIn
On Dev.Mag
- Geometry with Hex Coordinates
- How to Choose Colours Procedurally (Algorithms)
- 50 Tips for Working with Unity (Best Practices)
- Implementing and Debugging the Perlin Noise Algorithm
- Bézier Path Algorithms
- How Are Puzzle Games Designed? (Conclusion)
- How are puzzle games designed? (Introduction)
- Bézier Curves for your Games: A Tutorial
- Desktop Dungeons: Design Analysis (Part 2)
- Desktop Dungeons: Design Analysis (Part 1)
- Quadtrees: Implementation
- Using graphs to debug physics, AI, and animation effectively
- Make your logs interactive and squash bugs faster
- Guerrilla Tool Development
- Basic Vector Recipes
- Vector Fundamentals
- Getting More out of Seamless Tiles
- Poisson Disk Sampling
- How to Use Perlin Noise in Your Games