Here's my 2nd post for the challenge. This post covers one of the most misunderstood term when it comes to audio. I'm not sure I wrote enough about it but it is such a broad study that I can't make one blog post about it. So Hopefully it's enough for a small introduction to Psychoacoustics.

I do not think it means what you think it means

I've decided to split my devblog into non-technical and technical articles. I want to discuss some of the challenges and lessons I learn as I work with a new language, Elm, whilst not alienating non-programmers.

I've completed the first non-technical blog, and I reckon I'll be able to squeeze in a technical one this week as well.

Sprint One - Experiments

Hey everyone! sorry about not posting for the past couple of weeks. I just got a job and I was at GDC. Here is my submission

GDC cautionary tale

I've been really bad at keeping a blog or anything about myself and I'd like to change that. It seems that it's becoming more important to be personal no the internet so when saw this challenge on twitter I jumped on board.

Blog Intro

So I finally created my first blog and entry. Thank you Liam for the motivation.

Wrote a bit about myself and the current project I am working on, a sci-fi rogue-like called Delta Quadrant.

Google merchant account and living in South Africa problems. Also me at being bad at graphic design and the unity asset store to help.

I wrote a summary of my second sprint about the world editor and a technical article as the first in a series on developing games in elm about functional programming. This one has proven quite popular and got quite a bit of activity on twitter which was nice!

Sprint Two - World Editor :

Developing Games in Elm - Functional Programming :

In line with where I plan to take my own game dev journey, post judging at a local game jam for Global Game Jam, and in line with my mission to helping future game developers, I wrote a blog post about how collaboration is key to making real gamedev magic

So this week I've written a blog to kick-off my Gamedevology website surrounding game dev and design research, exploring How to make Non-Player Characters more interesting

This week I wrote a blog post all about my thoughts on connecting the player to the character that they play. I'd love to see more games make more of a connection.

Read it on -> Bridging the connection between player and character

In this weeks post I talk about some of the terms people entering audio may not know.

What's a DAW

Good job I posted so many last time!

My latest post actually talks about the importance of taking a break, which I wrote because I was ready for a break from everything #gamedev related. This is a message we all need to heed regularly as failure to take regular breaks can potentially be damaging.

Read and share the post at:


So this week to break back into the writing mood I've started a new mini-series which looks at ways to hold your players hand throughout your game without necessarily holding it.

Read the blog post at:

Creating Discreet Game Tutorials Image

The series I've pretty much written out ready, just needs expanding upon and will be released slowly over the next weeks, I'm now aiming to write a new blog post every 3 days to keep my mind in writing zone.

I talk about marketing my game and my steam greenlight losing some momentum. Also some good news on the horizon.

I talk about my game being greenlit and explanation for my absence. Also about an upcoming game we are working on.

So this week has been a busy one for blogging!

As I'm currently running a series for ‪#‎Gamedevology‬ exploring practical AI its all systems go.

The first 4 articles you can find below...

1. Exploring Decision Based AI:…/exploring-decision-based-artific…/

2. Adding Priority to AI:…/adding-basic-priority-to-ai-deci…/

3. Using Queues for Priority in AI:…/…/06/using-queues-for-ai-priority/

4. Adding Properties To The World To Affect AI

Now.. if only I got more points!!!

This week I published my second article in a series on developing games in elm. I introduce using signals to make your game reactive and compare them to the more traditional event pattern.

Read it on - "Developing Games in Elm: Signals"

This week I wrote another article for #Gamedevology exploring the idea of how time could affect games could affect the game world, evolve it or alter the experience.

This actually sparked from writing a blog exploring AI in games which I will be crunching down into digestible chunks and releasing over the next few weeks.