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A brief look at the importance of bidirectional reflectance distribution functions (BRDFs) in stylized work, which is often overlooked in favor of simply changing art assets. ...
It takes a lot of effort to get up to speed when you start a new job. Here are a few of the strategies that I used. ...
A look at some design changes in sequels that should've result in better games, but didn't. ...
With Cuphead reigniting discussions about difficult games it is worth spending some time examining some of the ways in which a game can be difficult. ...
Here's the Inform 7 source text to my 2012 game The Statue Got Me High, based on the They Might Be Giants song of the same name. ...
Let's talk about what narrative gaps look like in a systems-driven game, how they can benefit your game, and the risks inherent to them. ...
Performance optimization comes part and parcel with lush, dense 3D forests. In this article, I offer a detailed description of how I tackle forest optimization in Unity. ...
A new game production modelling tool to fully encapsulate the anguish of game development, and how you can reduce it. Warning: may trigger flashbacks to suppressed memories of nightmare projects. ...
Getting the camera right in a 2D platformer is not as easy as it might seem. In our game Tiny Thor we have experimented with various options and I want to describe which techniques we ended up using. ...
A look back at Telltale's transition to a current generation graphics pipeline, and some thoughts about the problems and solutions that arose. ...


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