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Jamie Fristrom
Creator of Spider-Man 2, Schizoid, sixty second shooter, and other games.
Recent Activity
And therefore just a little bit evil. Before I got the gig at Mojang Studios I interviewed with some folks at Amazon and in the whiteboard code I used an std::map. If I remember how it went down, the interviewer... Continue reading
Posted Jul 13, 2021 at GameDevBlog
I have a strange crush on Haskell. I first dabbled with the language back in, oh, 2007 or something, and it was enlightening. I thought I was the sort of person who obeyed the Don't-Repeat-Yourself principle, who didn't duplicate data,... Continue reading
Posted Jun 2, 2021 at GameDevBlog
I wrote a long article crowing about how the new ranking system in Hearthstone Battlegrounds revealed that I was a much better player than I thought I was, but at some level I still couldn't believe it, googled around, and... Continue reading
Posted Oct 5, 2020 at GameDevBlog
As _Dungeon Life_ gets old - I've been working on it for over two years now! - I have been starting to feel the bite of manual testing. As your product gets larger the number of cases you have to... Continue reading
Posted Aug 24, 2020 at GameDevBlog
Once upon a time I was lucky enough to run into an investor who was willing to fund me to make games for Roblox. For me that was a little like being paid to play with Legos. I did it... Continue reading
Posted Mar 8, 2020 at GameDevBlog
I have, I believe, a unique perspective on story game safety because when I started playing I had no triggers--or was in denial of having triggers--but for the past few years I get triggered quite easily. So I've been on... Continue reading
Posted Nov 29, 2019 at GameDevBlog
At the various story game meetups in the Pacific Northwest we often begin giving a talk that starts something like this: "So we're here to play a game that is somewhere between Dungeons & Dragons and improv theater. What makes... Continue reading
Posted Nov 27, 2019 at GameDevBlog
Because of my previous post about feedback and the comments (on twitter and off) I sat down to write this blog post and then remembered I'd already written it. Thank you Google for finding it for me again. Won't be... Continue reading
Posted Sep 26, 2019 at GameDevBlog
Continued from Part 1 & Part 2. So now I'm on to Creativity, Inc (I may be consuming these faster than I'm able to blog about them) and - back the truck up! Pixar's CTO invented the z-buffer!? Why, he... Continue reading
Posted Sep 13, 2019 at GameDevBlog
Continued from Part 1. The last book I attempted to digest was Essentialism by Greg McKeown. In a nutshell, Essentialism says to cut your life down to the bone, keeping only what is absolutely essential. Some positive psychology books are... Continue reading
Posted Sep 8, 2019 at GameDevBlog
Why do you think I named my company Happion Labs? My first and foremost priority with it was happiness, not money. Happiness unfortunately doesn't always come that easily to me (though a lot easier to me than some), and Happion... Continue reading
Posted Aug 28, 2019 at GameDevBlog
Did you know I open-sourced Energy Hook? As you'd expect, I'm proud of parts of the codebase and mortally embarrassed by other parts, but I'm getting over my embarrassment for anyone who wants to check it out. You can download... Continue reading
Posted Aug 27, 2019 at GameDevBlog
Continuing my posts about n00b game design data science: Talking to the tech director of a fast growing up-and-coming always-online game I asked if they were doing AB testing with their live population. They weren't, and he said... Continue reading
Posted Aug 23, 2019 at GameDevBlog
Continuing my n00b data science. With most of the AB testing I've been doing on Dungeon Life so far the only thing I've learned is that my ideas for making it more engaging or happy-making don't seem to have any... Continue reading
Posted Aug 16, 2019 at GameDevBlog
Because I'd rather Do Several Things Poorly™ than specialize, for fun and learnings I've been playing around with machine learning and data science with my last game, Dungeon Life. I want to share what I learn both because I like... Continue reading
Posted Jul 26, 2019 at GameDevBlog
I've recently become a bit obsessed for no good reason with different implementations for sorted sets in C#. I was looking into different ways to squeeze more performance out of a chunk of code and discovered to my confusion that,... Continue reading
Posted Jul 23, 2019 at GameDevBlog
After fourteen years I'm throwing in the towel as an indie game developer. Now that I am quitting as an indie I can make blogging more of a priority. I've been feeling that itch to write, to communicate with other... Continue reading
Posted Jul 15, 2019 at GameDevBlog
Have I really not blogged in three years? So sad. Continue reading
Posted Jun 19, 2019 at GameDevBlog
It's finally done. I've been at it so long, building hype over so many years, that I barely know what to say at this point. Swing! Wall-run! Do tricks! Build combos! Race! All the stuff I say here: Just five... Continue reading
Posted Jun 30, 2016 at GameDevBlog
If you've been reading this blog for years you'll know that I'm way into indie tabletop RPG's - in particular the ones that some people call 'story games', RPG's that emphasize collaborative storytelling and acting in character. I've tried my... Continue reading
Posted Nov 27, 2015 at GameDevBlog
Just got my hands on my Steam Controller a few days ago and after a little head banging managed to get it working to my satisfaction in game. It takes some getting used to, but I think it's the best... Continue reading
Posted Nov 11, 2015 at GameDevBlog
To quote @vidgames_bible: "Holy crap this update did wonders... Framerate, performance, game looks better...The new build is awesome." Get it here! Like I've said before, the way I see it, running on walls is to Energy Hook as grinding a... Continue reading
Posted Oct 21, 2015 at GameDevBlog
Working on the Steam, Playstation Vita, and Playstation 4 versions at the same time has an obvious effect: it slows me down. Looking at my handy schedule it looks like my next update will be done mid-October, and will mostly... Continue reading
Posted Sep 18, 2015 at GameDevBlog
Sometimes it gets me down that there's so much I want to do with this game that I may never have the time to do. But it helps to look at how far the game has come. Remember this trailer... Continue reading
Posted Aug 2, 2015 at GameDevBlog
Hey everybody - after a bunch of false starts I got updated builds onto Humble that I believe aren't rubbish. Alpha 4.31, codename Mukor. One of the biggest changes in the new update is the MUKOR cheat - anywhere in... Continue reading
Posted Jun 17, 2015 at GameDevBlog