When we last left off, we had created a self-contained card game on paper! In this part, we'll talk about how the initial design of Joustus was implemented and how we extended it to accommodate the expanding scope of the platforming game.
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.
Letâ€™s get back to ray tracing with Unity global illumination. See whatâ€™s a better fit for you: baked GI, screen-space GI and ray-traced GI.
Learn how to render ray-traced colored shadows in Unity to give a unique tint to the style of your game. Real-time ray-tracing will do this for you.
How a fuzzy logic system combined with thousands of rules powers the civilian NPCs in Watch Dogs.
Children of Morta is a narrative-driven, roguelike action game about a family of guardians. A year has passed since the launch of the game. This article will describe the main lessons we learned from the game's development process and a year post-launch.
The Machinery game engine is now available for anybody to download and try out.
Hatch Tales Game Director shares details behind decision to drastically change image of game.
Zynga's Python-focused analytics platform
SSR is a fun technique for creating detailed, dynamic reflections in games. This post shows how I implemented SSR into Blightbound and how it works. It also goes into the tricks I used to make it have good performance, have fewer artefacts and look good.