Gear VR Development
After my iPhone ended up looking like this: and my frustration with Apple, iTunes & co. reached a new height, I decided it was time to get a new phone. And since I had been…
After my iPhone ended up looking like this: and my frustration with Apple, iTunes & co. reached a new height, I decided it was time to get a new phone. And since I had been…
“A Maze Thing” was the first game jam project I have worked on. It was part of Ludum Dare 27, with the theme of “10 seconds”. In this post, I summarize how we approached the…
This is a post-mortem of our entry in the 72-hour-jam of Ludum Dare 30, titled “Space Pioneers”. Try the game for yourself – it’s available for Windows, Mac, Linux and Android! This post is a summary…
In the previous part of this post, we looked at synchronizing the camera settings between Blender and Unity so that they render objects in the same perspective. In this post, we build upon this to…
This is the first part of a short series on realizing pre-rendered backgrounds with live-rendered 3D objects in the foreground, that are composited into the image correctly at runtime. Many of my favourite adventure games,…
This post is part three of three in the post series on my re-implementation of the GDC talk “The Inner Workings of Fortnite’s Shader Based Procedural Animationsâ€. For the other parts, click here. This shader one is…
This post is part two in the post series on my re-implementation of the GDC talk “The Inner Workings of Fortnite’s Shader Based Procedural Animationsâ€. For the other parts, click here. The second shader implemented is…
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…