Trent Polack's Expert Blogs
The many joys of NVIDIA GameWorks' HBAO+ and its... Multiple distributions and different integrations.
This is the only design post of the year 2016 to actually bring up F.E.A.R. 3.
I'm pretty sure. Also more about serious systems-first game design and production.
Some people think in terms of narrative, some in terms of atmosphere, some in terms of emotions. I think in terms of systems.
Maybe I'm a robot?
A summary of the measures and systems I put into place to ensure a good, reliable, stable workflow for working on my game in my custom fork of Unreal Engine 4.
Steel Harvest is a game I'm making that I really want to start getting people involved in and excited about. This isn't a dev blog post, but it'll lead to a whole bunch down the road.
Working on an indie game, figuring out how to get any kind of meaningful war chest to fund it, and the renaming and recreation of my company's first game: Sacrilege.
Some things written about the tech I'm employing/integrating/whatever-ing for my next game, All Things Die; including: Voxelfarm, Popcorn FX, and trueSKY.
Monster Hunter has been an enormous franchise in Japan, but never really found legs in the US. Thankfully, that didn't stop Capcom from publishing it here, and now with Monster Hunter 4 Ultimate, it looks like Capcom have gone all-in with Monster Hunter.
I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out.
On #gamergate, harassment, game development, and the people who make games.
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