I started my first remote job
in April 2011 and have worked that way ever since. This post is about how I've communicated with my team and shipped product while sitting in my living room.
A brief look into the skeletal (or bone) animation process used in many mobile games and how the parts (bones) are defined in the script such that the engine knows what animations belong to which rig.
Feature requirements in games are refined through constant playtesting and prototyping, as illustrated in this old article I originally wrote for Gamasutra way back in 2015.
Vim is a rare near-constant in an inconstant industry, given its thirty-year track record and appearance in some form within many modern IDEs. What gives Vim its legs? This post examines Vim through how I've used it for both programming and writing.