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: Music: Art: Google+: Twitter:
  • Game Development
    Happy Holidays 2014Cp 400
    What an amazing year it has been, both for Tuts+ and gamedev in general. New business opportunities have appeared in the form of indie-friendly consoles, publishers, stores, and bundles. Technology marches forward at a dizzying pace, with multi-platform game development becoming a viable goal for even the smallest of studios. Bubbles have burst and others have grown to take their place. Success stories abound. There has never been a better time to be a game developer.Read More…
  • Game Development
    Welcome to the New Home of Game Development on Tuts+Gamedev thumb
    Regular readers will notice that some things look a little different around here. That’s because Gamedevtuts+ is now a part of the new Tuts+ site. We're really excited to be able to introduce this change—it’s a long time coming, and a huge step forward for us.Read More…
  • Game Development
    Gamedevtuts+ Year Two Suggestion BoxGamedevtuts birthday poll 400px
    We are proud to be starting our second year here at Gamedevtuts+. In the same way that you might work on a game project, we've adopted an iterative development methodology for the site. Dozens of small upgrades have been implemented by our skilled dev team over the last few months as we polish and perfect what we have to offer. This gradual evolution will never stop, and we need you to help us mold the site into the very best it can be.Read More…
  • Game Development
    Check Out the New Recommended Resources on Game DevelopmentGamedev
    We've added a new page to the site, which will help coders grab top quality software, tools and gear. It's filled with our favorite resources that we recommend for gamedevs. You can jump straight over to our Recommended Resources page here on Game Development or read on for further information.Read More…
  • Game Development
    Gamedevtuts+ Mission StatementGamedevtuts birthday mission statement 400px
    As part of the celebration of our one-year anniversary, we thought we'd take a look at the kinds of articles we plan to commission in the next 12 months. Internally, we've been debating the merits of one kind of article over another, who our readers are and who we should most often target, and what exactly is it about Gamedevtuts+ that we love so much.Read More…
  • Game Development
    How to Learn Ouya GamedevOuya hires
    The next generation of game consoles is here. This time around, nipping at the heels of the giants (Sony, Microsoft and Nintendo) are the microconsoles: less powerful, cheaper, and more welcoming to indie game developers. The superstar of this new family of game consoles is the Ouya. In this How to Learn guide, we'll introduce you to the Ouya platform and its capabilities, share links to resources, and present a few suggestions to get you started developing games with it.Read More…
  • Game Development
    #1GAM: How to Succeed at Making One Game a MonthOne game a month
    You can make a dozen games this year. Sound impossible? It's not. Try this simple game development methodology from someone who has pulled it off and see for yourself that 12-in-12 is a reasonable goal.Read More…
  • Game Development
    How to Get the Most Out of a Game JamGamejam
    Game jams have hit the big time. What used to be intimate affairs - little weekend gamedev projects held by a few friends - have become giant spectacles of coding prowess with thousands of participants. Many will crash and burn, running out of time or energy. Others will reach the finish line with a buggy game that isn't much fun. In this article, I'll share some tips and techniques to help you enjoy the experience and create a game you're proud to show your friends.Read More…
  • Game Development
    Build a Stage3D Shoot-'Em-Up: Full-Screen Boss Battles and PolishGame development
    In this tutorial series we will create a high-performance 2D shoot-em-up using Flash 11's new hardware-accelerated Stage3D rendering engine. We will be taking advantage of several hardcore optimization techniques to achieve great 2D sprite rendering performance.Read More…
  • Game Development
    Build a Stage3D Shoot-'Em-Up: Score, Health, Lives, HUD and TransitionsGame development
    In this part of the series, we’re adding gameplay elements such as health, score, and lives, the GUI elements to display them, and game logic transitions to deal with dying, game overs, level changes, and the final credits screen.Read More…
  • Game Development
    Build a Stage3D Shoot-'Em-Up: Terrain, Enemy AI, and Level DataGame development
    We're creating a high-performance 2D shoot-em-up using Flash's new hardware-accelerated Stage3D rendering engine. In this part of the series we add new enemy movement modes, enemies that shoot back, and hand-crafted levels with background terrain.Read More…
  • Code
    Build a Stage3D Shoot-'Em-Up: Explosions, Parallax, and CollisionsPreview
    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're adding eye candy with particle systems, a parallax effect, framerate-independent game loop timers, and collision detection.Read More…