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September 18, 2020
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Louis-Nicolas Dozois's Member Blogs

Posted by Louis-Nicolas Dozois on Tue, 05 Sep 2017 09:12:00 EDT in Design, Indie
This article is an in-depth look into the design of a level for upcoming 3D platformer, Suzy Cube. In it, we are going to examine the core concepts of the level and look at each individual section of the stage to see how they reinforce those concepts.

Posted by Louis-Nicolas Dozois on Fri, 01 Sep 2017 09:48:00 EDT in Programming, Indie, Smartphone/Tablet
Optimization is, of course, important regardless of your target platform but on mobile platforms, it can make the difference between a game that feels great and one which feels unpolished. This article focuses on the custom culling system use in Suzy Cube

Posted by Louis-Nicolas Dozois on Thu, 31 Aug 2017 10:48:00 EDT in Design, Indie, Smartphone/Tablet
Adapting a controller-centric genre to the touch screen can be a daunting task. In this article, we'll be looking at the many little things, upcoming 3D Platformer, Suzy Cube does under the hood to accomplish this.

Posted by Louis-Nicolas Dozois on Wed, 30 Aug 2017 09:22:00 EDT in Design, Indie
If variety is a good thing, then surely packing in as much variety into each of your game's levels is a sure fire recipe for success, no? In this article I'll go over how I've opted for variety over the course of the experience rather than levels.

Posted by Louis-Nicolas Dozois on Mon, 28 Aug 2017 03:10:00 EDT in Design, Indie
When working on a game involving a lot of jumping and platforming, it's important for players to be able to form an intuitive sense of the avatar's jump height and distance. This article shows how this is being handled in upcoming platformer Suzy Cube.

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