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.
Some of this week's longform article/video highlights include pieces on Nex Machina's intense gameplay, Shadow Of War's Nemesis system, & the latest Dishonored game's choices.
I have launched my new podcast about video games.
Level Design Lobby
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Multiplayer videogames which model human players in a 3D space use the same elements as real-world sports and playground games. Can we define a grammar that helps us analyze and compare all of these types of games? Here's one possible scheme.
Rapid prototyping and play testing a high fidelity Match 3 game from scratch....best part? All that and more without writing a single line of CODE!
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
Sometimes, a trailer can only be understood in light of the game itself. So M. Joshua first reviews the trailer for 'Mystic Melee' before playing-through the game's basic modes; making sense of their relationship with one another.
Welcome back to Day 11 of my 100 days of VR development! Continuing from where we left off, we have a cube as an enemy, but today we're going to create our own character with animations!
My complete recollection of game development with Rayhouse Productions.
A look at the importance of press kits, how early you should have one and what it should contain.
The key takeaways from the opening Keynote at the Austin Game Developer Conference. John Hanke, CEO and Founder of Niantic Labs discusses the future of AR and PokemonGo.
What does it take to create an environment that minimizes manpower needed to create it while still being varied for the player? In this dev-log I take an in-depth look at the design process behind Bea The Bullet and how we overcome some of these obstacles