Game music composer Winifred Phillips shares an extensive list of online resources, including upcoming industry conferences, online communities, bulletin boards, and a round-up of audio software. Features links to free videos of conference sessions.
For Blightbound we wanted high quality animation, screen-filling bosses, crisp characters, high framerate and swappable gear. This post discusses why sprite sheets didn't work and what we used instead.
Diving into Unity's new 2D Animation package and finding a lot to love for the creation sprite-based 2D games.
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.
How are video games advancing AI? What is Embodied AI? What is Embodied Cognition? This article offers an overview of Embodied Artificial Intelligence.
For those who never went through an occlusion culling tutorial in Unity... can you guess what's wrong in this game's indoors scene?
2017's dungeon crawler Unexplored pioneered a new approach to procedural dungeon generation, by designing cycles of gameplay that are translated into level designs.
Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached. In part two of this series, Neil Schneider highlights the risks in action and possible solutions.
Learn how to measure your assembly compilation times to uncover these time robbers that are making you release a worse game.
Cross-platform development is based on a Boogle House foundation that is beginning to creak from age and reaching its limit. In part one of this series, Neil Schneider demonstrates some of its challenges through one of the ecosystem's biggest successes.