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October 21, 2017
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Johannes Kuhlmann's Blog   Expert Blogs

 

Having always had a passion for game development, Johannes started his professional career after innumerable hobby projects in 2008 working on Nintendo DS games. Spent a few years in Sweden working on the LittleBigPlanet IP on PS Vita as well as PS3. Since 2013, pushing for better game engines on mobile devices and, currently, heading the team for engine and tools development at Deep Silver FISHLABS.

 

 

Expert Blogs

Posted by Johannes Kuhlmann on Mon, 16 Oct 2017 09:34:00 EDT in Programming, Console/PC, Smartphone/Tablet
Blog series on how we brought our game to Vulkan. This is post 4 of 5 where we cover a few Android-specific peculiarities.


Posted by Johannes Kuhlmann on Mon, 09 Oct 2017 10:04:00 EDT in Programming, Console/PC, Smartphone/Tablet
Blog series on how we brought our game to Vulkan. This is post 3 of 5 where we talk about what problems and pitfalls we encountered and how we solved them. We also have some useful tips and pointers on what to look out for.


Posted by Johannes Kuhlmann on Mon, 02 Oct 2017 09:44:00 EDT in Programming, Console/PC, Smartphone/Tablet
Blog series on how we brought our game to Vulkan. This is post 2 of 5 covering textures, shaders and graphics pipelines.


Posted by Johannes Kuhlmann on Mon, 25 Sep 2017 10:20:00 EDT in Programming, Console/PC, Smartphone/Tablet
Blog series on how we brought our game to Vulkan. This is post 1 of 5 giving an introduction and talking about DescriptorSets as well as synchronization.


Posted by Johannes Kuhlmann on Tue, 04 Apr 2017 11:05:00 EDT in Programming, Production, Console/PC, Smartphone/Tablet
Creating software is not really that much about technology. The human side to it is infinitely more complex than than the programs we write. That is why I want to deal with the human side of software creation this time.


Posted by Johannes Kuhlmann on Mon, 27 Mar 2017 05:07:00 EDT in Programming, Production, Console/PC, Smartphone/Tablet
During the work on our in-house game engine, the ABYSS Engine, I have come across a few rules, ideas and tips that help us make sure we have a nice work environment, clean code base, neat project setup and an overall high-quality software product.