Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 26, 2015
arrowPress Releases
April 26, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Video: Miegakure dev offers perspective on designing 4D movement
August 28, 2014 | By Alex Wawro

August 28, 2014 | By Alex Wawro
Comments
    5 comments
More: Console/PC, Indie, Design, Video



The development blog for designer Marc Ten Bosch's 4D puzzle game Miegakure was updated this week with a mildly mind-bending video post that seeks to explain how the game implements four-dimensional movement as a puzzle-solving mechanic.

The video (embedded above) is worth watching for the perspective it offers on how four-dimenional movement might work. Developers might also appreciate seeing how Miegakure transitions players between 2D and 3D movement, and how the engine models a 3D Polydodecahedron shape out of what the developer claims (and details extensively in an earlier blog post) is a 4D shape.

For more insight into the design and development of Miegakure, take a look back at Gamasutra's interview with Marc Ten Bosch when the game was nominated for an IGF award in 2010.


Related Jobs

Moonbot Studios
Moonbot Studios — Shreveport, Louisiana, United States
[04.24.15]

Game Environment/Character 3D Artist
Deep Silver Volition
Deep Silver Volition — Champaign, Illinois, United States
[04.24.15]

Player Investment Systems Designer
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[04.23.15]

Mission Designer
Sega Networks Inc.
Sega Networks Inc. — Philadelphia, Pennsylvania, United States
[04.23.15]

Game Systems Designer









Loading Comments

loader image