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It was high time for an update, as a lot of things have changed in the one year since I've last posted.
Most importantly, I've got a placement year with the London based studio, Playerthree. The first title that I've worked on should be out soon for PSP Minis, with another one for PS Vita to follow it in a close consecution. I've learnt some very useful lessons in working with 3rd party code and team projects.
I've also rewritten XRhodes, next to from scratch. Only this time around I'm no longer gearing it towards a public release - I could, but it takes a lot of effort, which I'd rather be spending on actual games, and ones that I'm passionate about.
The most important change is connected to this: I've learnt to let go of perfection. I no longer feel the urge to write crystal clear code, and I'm willing to make sacrifices to just make things work. What having been aspiring to pick up good practices and to write crystal clear code helped me is to learn what can actually be sacrificed, and what will come back to bite me in the ass.

Global Game Jam 2012 has just finished. I've been looking forward to the event very much - from a suprise team-up with Duncan Saunders and Jade Konechy, Super Snake Blox was born. It's quite fun. Go and play it. There are flaws (it's a 48 hour game), but I'll tidy them up as soon as I can bear to look at it again.
The plan now is to work on short and sweet prototypes that I can fit in my schedule easier, to do the next Ludum Dare - which I now know I can -, and to provide more updates. We'll see how it goes.;)