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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration. It was a complex feature to make, and aside from making it look cool, we also had to solve a range of technical challenges.

Puzzle 257
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

I remember when an Early Access update added the overworld feature. Disappointed by the lack of integration of the overworld feature into RimWorld, he further developed his idea. We discovered that in some cases, it took twice as long as normal to implement features. It looked really exciting to me, he says.

Dev 104
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AWS to showcase tools for breakthrough gaming experiences at GDC 2025

AWS Games

Joanie Kraut, CEO of Women in Games International (WIGI), will moderate a panel discussion featuring Stephanie Latham (Roblox), Jen MacLean (Dragon Snacks Games), and Sarah Anderson (Amazon Games). Each space features two demo stations, and an opportunity to dive deep with AWS for Games solution industry experts.

AI 100
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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

I quickly felt at home and I started focusing on 3D editor and rendering contributions. Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0 My first task will be integrating an occlusion culling system into the new Vulkan renderer. A bit about me.

Render 55
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Unity vs. Unreal Engine: Which is Better for Android Game Development?

Big Games

This article compares these two platforms in detail and explores their features, benefits, and real-world applications to help you make an informed decision. Unreal Engine Created by Epic Games, it is well known for its advanced rendering capabilities and excellent visuals. The Blueprint system allows for faster prototyping.

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration. It was a complex feature to make, and aside from making it look cool, we also had to solve a range of technical challenges.

Puzzle 104
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CGS 3D Visualization Dept. Head Presents on Chaos Unboxed Panel

CG Spectrum

From 3D architectural renderings to product prototypes and virtual environments for games and movies, 3D visualization is used across various industries to visualize ideas, streamline workflows, and communicate concepts effectively. Chris Radowski : Pioneering the Enscape engineering team and heading the rendering department.