Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 19, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Piotr Bomak's Blog   Expert Blogs


My name is Piotr and I am a Community Manager at EXOR Studios, coffee lover, action games enthusiast and card games fanatic. I also like music and audio work. 


Expert Blogs

Posted by Piotr Bomak on Fri, 12 Feb 2021 11:11:00 EST in Design, Programming, Console/PC, Serious, Indie
In this article we describe the process of implemention raytraced ambient occlusion into The Riftbreaker. We describe the process, the obstacles we had to overcome and the optimizations we included along the way.

Posted by Piotr Bomak on Mon, 30 Nov 2020 12:55:00 EST in Design, Programming, Art, Console/PC, Serious, Indie
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.

Posted by Piotr Bomak on Thu, 10 Sep 2020 10:40:00 EDT in Design, Art, Console/PC, Serious, Indie
This article explains our approach to procedural map generation - one of the pillars of The Riftbreaker project. It offers a step-by-step description of the entire process and explains our workflow for level design.

Posted by Piotr Bomak on Thu, 25 Jun 2020 10:49:00 EDT in Design, Console/PC, Serious, Indie
In this article we discuss our experiences with enabling custon RGB highlishts in our games, X-Morph: Defense and The Riftbreaker, as well as the design decisions that we made after our first attempts at using them.

Posted by Piotr Bomak on Fri, 10 Apr 2020 11:20:00 EDT in Design, Programming, Console/PC, Serious, Indie
In the article we describe the process of developing the AI system for our upcoming game, The Riftbreaker. Working with your own tech can lead to some unexpected twists and turns!

Posted by Piotr Bomak on Tue, 30 Jul 2019 10:25:00 EDT in Design, Programming, Production, Art, Console/PC, Serious, Indie
The Riftbreaker is the latest project from EXOR Studios. Running on their own engine, The Schmetterling 2.0, it features multiple systems to make the game look and feel realistic and immersive. In this article, we take a look at the vegetation system.

Piotr Bomak's Comments

Comment In: [Blog - 11/30/2018 - 09:59]

Hi Mike My choice to ...

Hi Mike My choice to not include a lot of detail here is entirely deliberate. I didn 't want the post to be too long of a read. However, I am open to answering all questions in detail down here in the comments.