Piotr Bomak's Blog
My name is Piotr and I am a Community Manager at EXOR Studios, coffee lover, action games enthusiast and card games fanatic. I also like music and audio work.
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.
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.
This article explains our approach to procedural map generation - one of the pillars of The Riftbreaker project. It offers a step-by-step description of the entire process and explains our workflow for level design.
In this article we discuss our experiences with enabling custon RGB highlishts in our games, X-Morph: Defense and The Riftbreaker, as well as the design decisions that we made after our first attempts at using them.
In the article we describe the process of developing the AI system for our upcoming game, The Riftbreaker. Working with your own tech can lead to some unexpected twists and turns!
The Riftbreaker is the latest project from EXOR Studios. Running on their own engine, The Schmetterling 2.0, it features multiple systems to make the game look and feel realistic and immersive. In this article, we take a look at the vegetation system.
Piotr Bomak's Comments
[Blog - 11/30/2018 - 09:59]
Hi Mike My choice to ...
Hi Mike My choice to not include a lot of detail here is entirely deliberate. I didn 't want the post to be too long of a read. However, I am open to answering all questions in detail down here in the comments.