Stylized Culling
This post is part one in the post series on my re-implementation of the GDC talk “The Inner Workings of Fortnite’s Shader Based Procedural Animations”. For the other parts, click here. Above, you can find an…
This post is part one in the post series on my re-implementation of the GDC talk “The Inner Workings of Fortnite’s Shader Based Procedural Animations”. For the other parts, click here. Above, you can find an…
After attending GDC Europe last year, I was able to rummage through the treasure that is the GDC Vault for a while ;-) I came across a presentation by Jonathan Lindquist, technical artist at Epic…
This is my recollection the talks I attended at Respawn this year on Wednesday. For the Tuesday talks, see this post. Indie past, present and future…. a survival guide to keeping the corporates at bay…
I recently took part in the Global Game Jam 2014, after Ludum Dare 27 the second time I participated. Have a look at “Clash of Duty: Medieval Warfare”, the contribution of my team. I…
Not much on this day, there were only talks until noon. Using Gigapixel Landscape Textures in Dragon Commander: Lessons Learned I missed most of this talk due to another appointment, but I plan on having…
Getting Physical with Tablet Multiplayer A pretty entertaining talk, because he showed several examples. For one, there was the one I was immediately thinking of, Fingle. But there were also several others, which he used…
Back at GDC after 2009 and 2010! Like the last time, here’s an overview of my thoughts on the presentations I heard. Liquid Intelligence: Connecting AI and Physics in Vessel This talk was a nice combination…
Technobabylon is an "escape the room" adventure game made by James Dearden a.k.a. Technocrat.
Updates to the editor and background info on the server and client programming.
While I’m working on the game design for the Breakout/Pong hybrid in Unity, I’m starting to set up the development for HTML 5. I have to admit, a lot has changed since I last had…