How Does a Gameplay Programmer Think About a Bug?
Behind a "sometimes it just doesn't work" ticket, there's rarely a single bad if. The real work: reproduce, narrow down, measure, form a hypothesis, prove it.
Whenever I have the time, I like to share development insights and tricks – you can follow along on my Blog page. Since most of my time goes into actual development, I can't promise daily posts, but whenever something takes shape in my head, I'll write it down.
Behind a "sometimes it just doesn't work" ticket, there's rarely a single bad if. The real work: reproduce, narrow down, measure, form a hypothesis, prove it.
The gap between a prototype and a production-ready gameplay feature is rarely a few extra ifs. It's a small civilization.
Where game design meets code, physics, animation – and the bug that first shows up on Friday at 4:47pm.