Christer Kaitila
Christer Kaitila, also known as McFunkypants, made his first videogame before the internet was invented. Since then, he's created around thirty games, forty songs, two non-fiction books, one tabletop RPG, twenty articles and tutorials, two board games, a dozen websites, twenty paintings, one patented top-secret dance move, two tree forts and over five hundred sandcastles. A viking child of the arcade scene and disco funk master extraordinaire, he is known to spread kindness, enthusiasm and positivity everywhere he goes. He has been accused of helping others achieve their dreams on multiple occasions, though he denies such allegations vehemently. He only beatboxes when he thinks nobody is around and he loves eating homemade apple pie. He created the gamedev gamification community One Game A Month which is so meta it rocks. He likes to lend a hand at Ludum Dare, indiegames dot com, and the Charity Game Jam. He would love to hear from his fellow game developers on twitter (@McFunkypants) so please feel warmly welcome to get in touch. Personal Blog: http://www.mcfunkypants.com Music: http://soundcloud.com/McFunkypants Art: http://mcfunkypants.deviantart.com Google+: http://google.com/+ChristerKaitila Twitter: https://twitter.com/McFunkypants
Tutorials
  • Code
    Build a Stage3D Shoot-'Em-Up: InteractionPreview
    46 shares
    In this tutorial series (part free, part Premium) we're creating a high-performance 2D shoot-em-up using the new hardware-accelerated Stage3D rendering engine. In this part, we'll extend our rendering demo by adding an animated title screen and menu, music and sound effects, and a keyboard-controlled ship that can fire bullets.Read More…
  • Code
    Build a Stage3D Shoot-'Em-Up: Sprite TestPreview
    33 shares
    In this tutorial series (part free, part Premium) we'll create a high-performance 2D shoot-em-up using the new hardware-accelerated Stage3D rendering engine. We will be taking advantage of several hardcore optimization techniques to achieve great 2D sprite rendering performance. In this part, we'll build a high-performance demo that draws hundreds of moving sprites on-screen at once.Read More…