Items tagged long

Money for the honey!

A look at Hive Time's finances and pay-what-you-want pricing

Tags: long, business, postmortem

ImMortal Mystique: Mortal Kombat's John Tobias on the Creation and Evolution of a Franchise

Tags: long, classic, history, interview

The rise and fall of Adobe Flash

Right on my birthday, Ars Technica posts a long, detailed history of Flash from its humble beginnings to its relatively recent demise, complete with testimonies from key people. And you know... Steve Jobs may have been a jerk and the bane of good engineering, but in that infamous essay he only echoed the concerns of industry at large. Flash wasn't just proprietary, insecure and a resource hog. It was such a mess that even after key components were open-sourced, and the rest extensively documented, 3rd-party clones just couldn't come close to playing anything but the simplest animations properly. Successful preservation efforts leverage the official player, not open source implementations. No, Flash was terrible engineering even by IT's abysmal standards. And frankly? Its much vaunted ease of use was never apparent to me. Even as an authoring tool, Flash sucked. There, I said it.

Tags: long, technology, history, interview

Divest from the Video Games Industry!

Tags: long, community, critique

My 10 Year Game Development Journey

Things are different in the Philippines (via micro.blog).

Tags: long, cool, business, case study

From a small Acorn to 37 billion chips: ARM's ascent to tech superpower

An interview with Sophie Wilson, who invented the ARM instruction set.

Tags: hardware, history, interview, long

Developing Compelling Game Narratives

Tips from Sam Barlow — Her Story

Tags: cool, indie, interview, long, retrospective

The making of Quake 2

Tim Willits explains how the classic id shooter came to be.

Tags: long, retrospective, shooter

Designing 2D graphics in the Japanese industry

Tags: cool, graphics, hardware, history, long