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February 19, 2018
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Yanko Oliveira's Blog

 

Originally from Rio de Janeiro, Brazil, I currently work at Bigpoint in Hamburg, Germany. I still keep my indie endeavours as deVoid Games, dumping experiments at yanko.itch.io, and sometimes writing about them at http://yankooliveira.com/blog. You can find me on twitter @yankooliveira.

 

Member Blogs

Posted by Yanko Oliveira on Mon, 05 Feb 2018 10:43:00 EST in Design, Programming, Production, Console/PC, Smartphone/Tablet
Playmaker might be the best tool for visual scripting in Unity, but if not used properly, it can be messy. Here's the approach that I use that empowers the designers as much as possible, but still keeps entropy under control.


Posted by Yanko Oliveira on Mon, 22 Jan 2018 09:21:00 EST in Programming, Console/PC, Smartphone/Tablet
Third and final Blood Runs Cold tech postmortem series. Source code included this time! This time, I talk about the lightweight messaging system we developed that helped us keep decoupling and still iterate quickly.


Posted by Yanko Oliveira on Mon, 15 Jan 2018 11:36:00 EST in Programming, Console/PC, Smartphone/Tablet
In this 2nd Blood Runs Cold tech postmortem post, I talk about the solutions we built for continuous server syncing of our game's player data and the data-driven balancing toolset that allowed us to juggle 400+ ScriptableObjects and have 0 merge conflicts


Posted by Yanko Oliveira on Mon, 08 Jan 2018 10:17:00 EST in Programming, Production, Console/PC, Smartphone/Tablet
There are many ways to skin an Unity UI and as many to implement one. In this post, I talk about the UI system I built for Blood Runs Cold which is by no means a silver bullet, but contains some ideas that were battle tested in released mobile games.


Posted by Yanko Oliveira on Tue, 26 Sep 2017 09:02:00 EDT in Programming, Art, Console/PC, Indie
My pet project, Bestiarium, might never be finished, but it’s a fertile ground for tons of little generative prototypes. This time, I explored creating a procedural flower generator.


Posted by Yanko Oliveira on Mon, 28 Nov 2016 09:49:00 EST in Programming, Art, Console/PC, Indie
For my PROCJAM entry this year, I did a demon dissection game and yes, it's as weird as it sounds. It's one of the prototypes for my current project, Bestiarium. In this post, I discuss some rather mundane techniques required for doing such a weird game.



Yanko Oliveira's Comments

Comment In: [Blog - 01/08/2018 - 10:17]

Thanks for the heads up ...

Thanks for the heads up I guess I have tech ingrained way too much in my head and I always end up adding the extra H in there. r n r nIn any case, hopefully the rest of the text provides a bit more insight than just the grammar :

Comment In: [Blog - 10/18/2016 - 09:09]

Cool stuff r n r ...

Cool stuff r n r nI think the most interesting part that has the least amount of information out there is the dll communication, covering the multi-threaded approach and memory management in more depth. Hope you guys write more about that. r n r nKeep up the good work

Comment In: [Blog - 09/08/2010 - 09:20]

What i'm starting to see ...

What i'm starting to see as a pattern here is that many people take criticism towards Zynga's business model as criticism towards social games as games. And it's not it I'm usually taken as the hardcore gamer at heart that loathes social gaming exactly because of the same mistake: i ...

Comment In: [News - 01/20/2010 - 08:08]

James, it was great to ...

James, it was great to see an article like this. And you got spot on on several issues, as many noted. As i guess it's pretty obvious already, taxes are indeed the problem and they're not changing anytime soon. If a product is superfluous to the average citizen of the ...