There’s this scene in Star Trek: Voyager, where the character Neelix realizes that his era of usefulness has come to an end. He was guiding the crew through a section of space, but eventually they reached the edge of his knowledge. Going ahead, he didn’t know any more than they did. (The fact that he was an annoying idiot regardless of his navigational knowledge was not discussed.) I think I have reached the same point.
Up until Half-Life 2, and even as recently as Fallout 3, I would have technological insights on the games that I played. I could spot walls that had been placed, not for the sake of the gameplay, but to cull unwanted details from the scene and give the computer a break. I could identify and explain visual glitches, artifacts, misaligned textures, and other problems. My years of 3D modeling and coding gave me an unusual perspective on what games were showing us. But my knowledge has stagnated in the last five years while the industry has charged forward, and I have almost no understanding of today’s engines and how they do what they do. For me, the Cry Engine 3 is now indistinguishable from magic.
The Strange Evolution of OpenGL
Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.
In Defense of Crunch
Crunch-mode game development isn't good, but sometimes it happens for good reasons.
Crash Dot Com
Back in 1999, I rode the dot-com bubble. Got rich. Worked hard. Went crazy. Turned poor. It was fun.
The Best of 2012
My picks for what was important, awesome, or worth talking about in 2012.
Final Fantasy X
A game about the ghost of an underwater football player who travels through time to save the world from a tick that controls kaiju satan. Really.