@kaler

Parveen Kaler | Director of Development | Tingle.com

Category: Work

March Recap

March was a good month in terms of blogging. I was able to crank out 7 blog posts in March including a post with video. Look for more media rich content in the future. I’ll continue to focus on generating higher quality, unique, editorial and opinionated content. I’m focusing on adding more positivity to the [...]

GDC 2008: Entrepeneurship: From Zero To Pandemic

Jamie’s recent blog post reminded me that I never got around to posting my notes from Josh Resnick’s talk on entrepreneurship. Jamie pointed to a great interview over at GameIndustry.biz. Friday was the last day of GDC. I was planning on going to David Jaffe’s keynote in the morning. However, Jaffe was a no-show. Lucky [...]

Tools For Improving Focus

I recently did a talk for a group of friends on productivity and focusing. I thought that others may also find this talk valuable. I took my notes and put together a Keynote presentation with voice-over. Enjoy. Let me know if you found it useful. [youtube]60lgXPPAIfM[/youtube]

iPhone App Store Revenue Split

Last week Apple released a BETA version of the iPhone Software Development Kit. They also announced the iPhone Apps Store. Users will be able to download applications through iTunes on their Mac or PC. Applications can also be downloaded directly from the iPhone or iPod Touch too. This essentially makes Apple the gatekeeper. There are [...]

February Recap

February was an excellent month! February 1st was my last day at work. I spent the rest of the month getting the business up and running. From incorporation to marketing to accounting there were a lot of things to get out of the way. Frankly, there was a lot to learn. I was starting from [...]

GDC 2008 : N+ Postmortem

N+ is a game that game out on XBox Live Arcade this weekend. The orginal game, N, was developed by Metanet Software. Slick Entertainment took this game and ported it to XBLA. One of the cofounders of Slick is Nick Waanders. Nick is another one of the guys that I worked with back in the [...]

GDC 2008: PixelJunk Series Postmortem

Dylan Cuthbert of Q-Games did a postmortem on the first two games in the PixelJunk series.  He previously worked at Sony on the Ape Escape series out of the Japan studio. There are a number of common themes that are consistent through the PixelJunk series of games. 1) Simplicity 2) Familiarity 3) Originality 4) High-definition [...]

GDC 2008: Scattershots of Play – The Potential of Indie Games

This was the first session that I went to.  It was presented by Kelle Santiago of ThatGameCompany, Jon Mak of Queasy Games, and Pekko Koskinen. ThatGameCompany developed a game called Flow for the Playstation Network.  Jon Mak developed Everyday Shooter also for PSN. Both of these games are amazing. Kellee started off the presentation by [...]

Game Developer's Conference 2008

I am heading to San Francisco for GDC 2008. I haven’t been to a GDC since 2004, I believe. It was in San Jose that year. I love San Francisco, so I decided to show up one day early and leave one day late. I am in the city until next Saturday. I plan to [...]

Best Practices for Managing Drag in Game Development

Jamie Fristrom recently wrote about the concepts of velocity and drag on his blog. (Part 1, Part 2, Part 2.5, Part 3) Velocity, in terms of software development, is the rate that a team can pump out features. Take all of the estimates for all of the features that were implemented in an iteration and [...]