Last Friday morning people in the UK voted to leave the European Union. Regardless of your political views and economic situation, Brexit will have long term consequences; not just for the UK, but for the EU as well. And while the benefits of leaving the EU are still hypothetical (and wildly controversial), it’s easier to foresee the hindrances it will unleash. Brexit will strip European people living in the UK of many privileges they rightfully have. This article addresses the implication on the indie scene in the UK, and the resulting consequences on the entire gaming industry. Continue reading
This post will explain why photorealistic rendering in games is important and, paradoxically, why you shouldn’t care
too much about it.
- Part 1. What gamedevs should learn from movies
- Part 2. The importance of story telling
- Part 3. Aesthetics over graphics
Photorealism is the Bonsai Kitten of game development: everyone talks about it, but it has yet to be seen. Despite this, there’s an ongoing battle of wits between game engines, ferociously fought with tech demos and last-minute announcements. Being able to render reality seems to be the priority. But… does it really matter? Continue reading
Many game developers are suspicious about alternative controllers, believing that since they can’t be easily mass produced, they are useless. Well, this is the story of how an Arduino got me to San Francisco for free. Twice.
- Part 1.
RiseFall of the indies
- Part 2. Rise of the
- Part 3. Build your own controller
- Part 3.5. The curious case of Virtual Reality
From Pong to GTA V, it is undeniable that games have undergone a massive evolution in the past fifty years. While books and movies have offered a passive entertainment, games are the first really interactive media in history. And since we are the first generation which is experiencing it, it’s only natural that we question its power. This post offers a loose perspective on the effects of censorship in art and entertainment; on how it is affecting games and, even more importantly, on what it says about us as a society.
It is undeniable that user generated content is getting more and more relevant for games. When a player has the power to create their own content , they engage with the game in a completely new way. But if you’re a developer, you should know that creating a proper level editor can be even more time consuming that creating the game itself. Giving players the chance to create content is not enough: it has to be fun. On top of that, level editors need to be intuitive, or players won’t be able to use them properly. The best solution is a trade off between giving players the power to create whatever they want, and the need to simplify it.
A perfect example of this is Valve’s Puzzle Creator, which beautifully captures the essence of Portal’s gameplay. There is no space for scripting or custom events, making most of the original levels from Portal impossible to replicate. Valve has made a very clear design choice: they add constraints, but in a way that guide players’ creativity.
This post go through some of the challenged I encountered while working on the level editor for 0RBITALIS, and how I solved them. I will show in the second part how the editor actually works.