A short look at companion characters in non-linear games: How can we make them shine with limited spotlight? What are the key ingredients that make us feel so attached to these characters?
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?
Posted by
Neil Schneider
on 01/21/21 11:10:00 am
in
Audio,
Business/Marketing,
Design,
Programming,
Production,
Art,
Console/PC,
Serious,
Indie,
Smartphone/Tablet,
VR
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.