History Respawned talks with Professor Andre Sorensen about Cyberpunk 2077. Topics include Night City as an urban dystopia, the history of cities as a corrupting influence, and why Tokyo often represents the future in so much speculative fiction.
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.
For those who never went through an occlusion culling tutorial in Unity... can you guess what's wrong in this game's indoors scene?
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.
The 'Interactive Empathy and Embodiment' framework is an innovative, sensory design approach to game design founded on traditional craft, which promotes empathy and hopes to nudge the industry in a more self-aware and conscientious direction.
Here's one of the questions that I often get when it comes to ray-tracing in Unity: how do I get started?
Let me help you out with that.
Historians Bob Whitaker, Chris Dietrich, and Joe Parrott discuss Call of Duty: Black Ops Cold War. Topics include the Cold War in the 1980s, Operation Fracture Jaw, and the game's depiction of Ronald Reagan.
Reviewing how Cogmind's special ARG event for Halloween 2020 was conceptualized, built, played, and received.