In this article I explain how I adapted a traditional technique from 3D rendering to achieve fast 2D shadows for a large number of light sources in the Unity game engine.
In part 4 of my series on Total War, I look at the innovations in campaign and diplomacy AI in 2015's Total War: Attila.
This week's longform highlights include Phil Spencer's speech at the DICE Summit, editorials on how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
Discussing the importance of player feedback and a practical guide towards delivering it in the most efficient way possible.
This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.
This week's highlights include a great longform piece on game asset outsourcing, the creator of A Mortician's Tale on overcoming her death anxiety, and lots more.
In part 3 of my series on Total War, I look at the campaign AI of 2013's 'Total War: Rome II'.
In my second article on the AI of Total War, I look at the rise of modding for AI behaviour, as well as the complete engine rewrite in 2009's Empire: Total War.
This week's Video Game Deep Cuts highlights include a video profile of SOS creators Outpost Games, an analysis of Bubsy's Japanese translation and a longform Tetris documentary, among others.
Real-time strategy games are some of the most taxing for AI systems to build responsive and dynamic opponents. In this first in a series I look at the AI innovations and features of The Creative Assembly's 'Total War' franchise.