Rutskarn made a good point about the car animation giving the place a sense of scale. The old fast travel kiosks on the Citadel in Mass Effect 1 were supposed to be taxi stands. They even had a car parked beside them. (Sometimes.) But I never felt like “I am going to take a taxi to my destination” when I used them. I always felt like “I am going to push the teleport button”. I suppose it would have helped if we had been able to see cars flying around even when we weren’t going anywhere. Having a cut showing you flying away in a car makes the city seem more like a living place and less like a series of corridors with connecting teleporters.
I don’t know why the USB thumbdrives of the future are the size of hand grenades and covered in flashing red danger lights. Can you imagine how annoying it would be if you had several of them? Maybe you got one for games, another one for school, and another couple for your Asari porn. Then you open the drawer to get one and it looks like a pile of flashing Christmas lights.
Batman: Arkham City
A look back at one of my favorite games. The gameplay was stellar, but the underlying story was clumsy and oddly constructed.
Bad and Wrong Music Lessons
A music lesson for people who know nothing about music, from someone who barely knows anything about music.
Good Robot Dev Blog
An ongoing series where I work on making a 2D action game from scratch.
id Software Coding Style
When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.
In Defense of Crunch
Crunch-mode game development isn't good, but sometimes it happens for good reasons.