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I am thrilled that many of you enjoyed Setting Up Social Media as a Board Game Dev: A Primer Course. There’s lots of blog articles about building a Twitter following, but I think they’re largely half-baked. Think of me like your Defense Against the Dark Arts teacher. This guide is going to be very detailed.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Between 7 Subtle Player Behaviors You Should Notice When Play-Testing and The Art of the Play Test: Designing Tests and Keeping Records , you might think that’s all I’ve got on my mind.
Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off. I'm disappointed, but I understand why the devs made these choices. Many would also compare this to The Witness' soft visual style and sprawling sunny gardens. How do we filter the clues?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. These emotions have been baked into Highways & Byways. There is also the feeling of 1970s nostalgia, which the art is specifically designed to evoke. Just here for Highway s & Byways updates?
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Hello, all you sweet beings and beautiful creatures! 3D Asset Design.
Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Concept Art.
New option to snapping 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions (new in 3.2.4 Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ).
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ). Rewritten and greatly improved FBX importer.
This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
This new beta 5 comes with 4 weeks' worth of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. Stay tuned for updates in future Kristala dev blog issues.
Welcome back to another magically entrancing issue of the Kristala dev blog. Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ). Rewritten and greatly improved FBX importer.
Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Quality as priority.
Later on this this post you will find loads of Terraforming Mars organizational opportunities, and even some neat art. Set of 6 Meeple Adventure Art Prints – Print at Home File Download – 8×10. Printable Customized Hobby Game Wall Art~Custom Board Game Wall Art. Vintage Chess Art Print.
“ It feels great to not have to sit around waiting for hours to bake lightmaps. Now we can get instant feedback and the art director can iterate faster than ever before.” Scott Knapp. A game developer in the last 5 years can be best described as a unrestricted nomad.
Until Then Nominated for a plethora of awards, the visual novel Until Then tells the emotional story of the highschooler Mark in polished pixel art. This years poll had more responses than ever before, once again proving the incredible growth the Godot community is experiencing. July The Godot robot plushies took the internet by storm.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ). Rewritten and greatly improved FBX importer.
Throughout the years, the team diversified their skillset, handling everything from art to sounds, most of which were purchased online for licensing. Their journey is a poignant reminder that game development can be both an art form and a journey of continuous learning and growth.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ). Rewritten and greatly improved FBX importer.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ). Rewritten and greatly improved FBX importer.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ). Rewritten and greatly improved FBX importer.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. What does the Art Team need to know about this quest or level? A narrative designer writes too, but our primary job is getting the whole game to tell the same story. Localization. Organization.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. It's also very easy to use.
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