StefDevs (@StefDevs) header
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The spirit in which games are made is paramount.

Toronto, Ontario
Joined December 2013
Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)Photo by StefDevs (@StefDevs)
General Dynamics annual reports, 1967–1977
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Blick Video Editor is releasing next Saturday, August the 1st, on macOS and Windows. Save the date! Sign up to our mailing list and join our Discord on: blickeditor.com/
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I'm giving two talks at the Better Software Conference in Sweden next week: 1) Software Design in the Radical Pie Equation Editor 2) Math and Container Libraries in the C4 Game Engine Architecture I believe videos will be available, and I will post slides.
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The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: blog.voxagon.se/2026/03/13/t…
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I’m looking for a new job (remote, or local in Munich). Ideally full-time; employment or contracting. Experience: low-level systems, C/C++, game engines If this aligns with what you’re seeking, please DM me or email me at [email protected] Portfolio link in comments ->
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I created Earthworm Jim and got Game of the Year in 1994. We made the Neverhood, Skullmonkeys and worked on scores of other simple, fun, wonderful games before teams got bloated and inefficient. Being a conservative Christian caused a secular progressive culture to end merit-based content creation. Most of the best gamers I knew were conservative, had a killer work ethic, we were frugal with our budgets and only wanted to make games everyone would love. But my old pals are scattered or pinned under EA. Even worse than the woke mind virus, is the inefficiency of game creation where the money doesn't make it on the screen. Small, lean teams could turn the entire industry around.
Too many game studios that are owned by massive corporations. @xAI is going to start an AI game studio to make games great again!
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Braid, Anniversary Edition is out now:
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If you want to understand (some of) why the game industry is in trouble, this article is pretty good: matthewball.vc/all/gaming202… h/t Raph Koster @raphkoster (Hey remember when people on Twitter did h/t all the time, and also the Fail Whale?)
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HAAA
No game will ever achieve the unintentional comedy of Oblivion
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StefDevs retweeted
People like to split functions to compress the amount of code you need to read (linear gain*). They miss the part where it explodes the complexity of the graph you need to understand (exponential pain). *The gain is a lie btw.
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Unlike the old days, in the modern era, the only way code can be very slow is when it is constructed from giant piles of abstractions that nobody really thought through. Those piles are hiding more than just slowness, but also bugs, exploits, etc.
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all missile pigeons go to valhalla
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Hypothesis: actually teaching programming is extremely difficult, or maybe impossible, but universities have to offer programming courses which have to say something, and OOP was a savior because it has tons of unnecessary complexity to lecture on. teapawt.org/gravity_levity/s…
Replying to @Meaningness
Is it? I remember in college people would try to extol its virtues to me, and I would say "I guess that makes sense, but for whatever reason I never find it convenient in the code I write. So I guess you must be doing advanced things while I'm doing simple things."
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The value of "ignorance" for creative endeavors.
1960, Orson Welles explained how he wrangled complete creative control for his first film, Citizen Kane, as well as the value of “ignorance” to break through old ideas.
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Using their own example code, I made a simple demonstration of how horrible "Clean Code" ideas are for software performance: computerenhance.com/p/clean-…
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Our art director @Sam_Elkana has a booth at FanExpo and is selling gorgeous prints! If you're at FanExpo, come say hi at booth A337!
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If you're trying to get into game design my advice is stop fucking thinking about "game design", stop watching video essays and game design analysis videos, and just fucking make a ton of little games with the design based on nothing but gut instinct.
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We are hiring again! * Game Engine Programmer * Platform / Porting Programmer * Compiler Feature + Optimization Programmer Experienced only. Remote work okay. DM me if you are interested.
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