Game design, game programming and more

The making of Warcraft part 3

The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the economics of the game business, fog of war and more. Read on if you […]

The making of Warcraft part 2

In my previous article about Warcraft I talked about the beginnings of a series that would come to define Blizzard Entertainment and lead it to being one of the best-known and most-loved game companies in the world. But how did Warcraft go from an idea to a full-fledged game? Let me tell you, it was […]

The making of Warcraft part 1

Back before the dawn of time, which is to say when PC games were written for the DOS operating system, I got to work on a game called Warcraft. I get to lead a project! While I had developed several PC games, a couple of Mac games, and seven console titles for the Super Nintendo […]

Reducing perceived latency

Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons their company has garnered so many users so quickly. This slide caught my attention because the same […]