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December 2, 2020
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Category: Design


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Posted by Piotr Bomak on 11/30/20 12:55:00 pm in Design
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.





Posted by Rafael Wawer on 12/01/20 10:43:00 am in Design
Nimoyd is not only a game – but an indie story about two friends who were searching for that one awesome game idea. When we almost gave up on Xmas 2018, it clicked. We quit freelancing in 2019. Today, a small team. But it started humble, with 2 friends.

Posted by Hernan Smicht on 11/30/20 01:11:00 pm in Design
Elements we constructed for destroying and defending enemy bases by shooting from a car.

Posted by Laura del Pino from Rising Pixel on 11/30/20 12:58:00 pm in Design
All video games should be played by everyone regardless of their physical circumstances. We would like all video games to be accessible to everyone, so we've written this article with a number of tips to make games more accessible.

Posted by Rafael Branco on 11/30/20 12:58:00 pm in Design
When and how games evolved to have clear-cut objectives? How this affects creativity of sensation-driven games? This post explores how feelings can be a driven force in games, not only mechanics and objectives.

Posted by Mike Marrone on 11/30/20 12:57:00 pm in Design
Game Dev Digest Issue #72 - Patterns, Multiplayer, Animations and more. The latest from the free weekly Unity3d/gamedev newsletter.