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- A Crash Course in UI Design – blog.marvelapp.com/crash-course-u… #uxdesign #uidesign #marvelapp -- 3 weeks ago
- Glancing through photos from my last #diving trip w @diveprovo ... it’s been almost 2yrs? Sheesh... #divetrip #tci… twitter.com/i/web/status/9… -- 1 month ago
- Nice to #Google update their #calendar for the first time in, well, ever? #leaddontfollow -- 1 month ago
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Monthly Archives: December 2010
Worms: A Space Oddity A classic hit computer game originally created by Team 17 was brought to the mobile world by THQ. The beauty of Worms comes not just from the gameplay but from the fun graphics and animations as … Continue reading
The first two parts (here and here) of this series covered the basics on buffering and outlined a few fairly simple solutions for adding buffering into your game. Now we come to the fun stuff. Simple buffering only gets you … Continue reading
In Part 1 of Buffering Solutions on BlackBerry, I wrote about what buffering means, why we need to use it (especially on BlackBerry) and gave the first example of a simple buffering solution using a Full Screen Image. Here, I … Continue reading
In 2008, RIM debuted the first of what is now an annual conference called the BlackBerry Developer’s Conference, or DEVCON for short. It was held in a Marriott in Santa Clara, California and was a relatively small show, however the … Continue reading
Case Study: How to launch the New York Times Crosswords to the mobile world — the 2 year (+) overnight success.
Last Spring, Rob Woodbridge interviewed me on UNTETHER.tv. We discussed the life of the New York Times Crosswords game — particularly on iPhone — and how we evolved the business model to make the product wildly successful. While the interview … Continue reading