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April 23, 2017
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Brian Kehrer's Blog   Expert Blogs

 

Brian Kehrer is an independent game developer, based in Brooklyn, New York City.

In 2008 he co-founded Muse Games, an independent game studio focused on developing new titles for PC and mobile.  While at Muse he developed CreaVures, a puzzle platformer, and Guns of Icarus, a cooperative airship combat game.  Before his departure, he directed, produced, and led game design for Guns of Icarus Online, a 32 player competitive version of Guns of Icarus, which launched in November, 2012.

Brian worked at Psyop from 2012 to 2014, where he worked on various mobile games, including Nightmare: Malaria, a game for change which has been downloaded over 1 million times.

Brian is currently working independently out of his studio, Icosahedra, in Brookyln.

http://icosahedra.com

 

The views expressed by Brian are entirely his own.

 

Expert Blogs

Posted by Brian Kehrer on Mon, 25 Jan 2016 02:01:00 EST in Programming, Smartphone/Tablet, VR
One of the biggest challenges in VR development is the combined requirements of high framerate with high resolution. By transforming vertices into 'lens-space' we remove the need for full-screen render textures, massively improving mobile performance.


Posted by Brian Kehrer on Thu, 12 Dec 2013 05:17:00 EST in Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet
Tight deadlines, constraints on marketing and monetization, and real world issues. This article details the design decisions on Nightmare: Malaria, a physics platformer built to raise awareness for the Against Malaria Foundation.



Brian Kehrer's Comments

Comment In: [News - 04/11/2016 - 02:44]

This is actually quite a ...

This is actually quite a shame. It 's very hard to reference the original experience playing WoW. Many of the original design decisions have long since died. r n r nThat said, I 'm also surprised this didn 't happen sooner. When a co-worker and I played a year ago ...

Comment In: [News - 02/09/2016 - 03:01]

It also has no forward ...

It also has no forward renderer. r n r nStill, very interesting.

Comment In: [News - 02/01/2016 - 12:09]

I would guess they are ...

I would guess they are separating based on revenue model, with MMOs and MOBAs deriving most income from subscription or sale of virtual goods, where Console / PC really just means traditional premium model. r n r nIn actuality, it looks like they are just trying to cram as many ...

Comment In: [Blog - 01/28/2016 - 08:05]

Hmm - but then we ...

Hmm - but then we end up with exception handling mixed up with logic and control flow. :-/ r n r nYou 've nailed the problem - but I 've actually wound up back at the stupid state machine timers, in Unity, at least. r n r nIn part because ...

Comment In: [Blog - 01/25/2016 - 02:01]

Thanks. I hope more people ...

Thanks. I hope more people do use it, and come to demand better performance and less bloat from SDKs, middleware, and tools. I owe a lot to the graphics team at Unity and the balance they are generally able to strike. I may not use their 'black box ' systems ...

Comment In: [Blog - 12/03/2015 - 01:05]

GrabPass is implicitly generating a ...

GrabPass is implicitly generating a render texture, which on any device is expensive. On mobile it will crush your frame rate. r n r nAny reason you aren 't using standard blending r nhttp://docs.unity3d.com/Manual/SL-Blend.html r n r ne.g. multiplicative r nBlend DstColor Zero r ne.g. multiplicative X2 not really overlay, ...