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Infinite chunk generation in Unity (4 million blocks - 40 fps)
The Traveler (Voxel RPG)

Infinite chunk generation in Unity (4 million blocks - 40 fps)

The Traveler (Voxel RPG) Client Side Coding

Here are some things we learned from our experience of designing fast, smooth and efficient chunk-based terrain generator.

Unity 3D: How we optimized Ragdoll animation of death
Slash Arena: Online

Unity 3D: How we optimized Ragdoll animation of death

Slash Arena: Online Client Side Coding

To make the death looks more realistic we used usual ragdoll animation based on physics. And everything was good… in the beginning. When the number...

8Doors : game of Metroidvania Style that explores the afterlife

8Doors : game of Metroidvania Style that explores the afterlife

PR Tutorial

'8 Doors' is Metroidvania style Action platformer Game based on attractive oriental after death worldview and Korean traditional tales.

Control player along a path.
Fluffy Gunners

Control player along a path.

Fluffy Gunners Animation

Wanted to control an object along a path? Here's a brief run-down on how I achieved path control in Fluffy Gunners

Insights in the dev process of two Indies - Tops and Downs. Part 2
Deadly Labs

Insights in the dev process of two Indies - Tops and Downs. Part 2

Deadly Labs Design/Concepts

Sharing insights into the development process of our mobile game 'Deadly Labs', mistakes and workarounds we did along the collaboration process.

Walking Animation - How To
Indie Developer Survival

Walking Animation - How To

Indie Developer Survival Animation 12 comments

One of the many ways to go about animating a character. In this case the main character of the game.

From Concept to Assets
Indie Developer Survival

From Concept to Assets

Indie Developer Survival Design/Concepts 4 comments

How we create assets by drawing on paper and then afterwards we create a pixel art asset with Pyxel Edit.

Sound behind the wall
Harvester of Dreams : Episode 1

Sound behind the wall

Harvester of Dreams : Episode 1 Sound Effects

My approch of fading sound effects in Unity in an interior scenario.

Game Dev & Design - Combat Visual Scripting (part 2)
BUCK

Game Dev & Design - Combat Visual Scripting (part 2)

BUCK Animation

On this episode of "GDD" - Game Dev & Design Gal continues to demonstrate visual combat scripting in Unity.

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.2
Horde Attack

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.2

Horde Attack Client Side Coding

As promised, today I will devote to the technical development of the soldiers used in the alpha version. You can download the game by clicking on the...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.1
Horde Attack

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.1

Horde Attack PR

Development. Warriors. Today I will tell You about the soldiers. Combat units that perform basic tasks in the game, capture cities and fight on the battlefield...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 2
Horde Attack

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 2

Horde Attack Design/Concepts

Development. Player. Will start the Chapter on the development with the most important "Player". Now I will tell about how I developed management and...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 1
Horde Attack

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 1

Horde Attack PR 2 comments

For the first time to write articles and immediately began to strike a series of articles devoted to the development and promotion of their game Horde...

Game Dev & Design - Combat Visual Scripting (part 1)
BUCK

Game Dev & Design - Combat Visual Scripting (part 1)

BUCK Animation

On this episode of "GDD" - Game Dev & Design Gal demonstrates visual combat scripting in Unity.

How to play
Hungry Black Hole

How to play

Hungry Black Hole PR

1. Select a Bomb in slot that you want to fire. 2. Drag anywhere on game screen to aim and adjust the strength of firing. 3. Release to fire a bomb which...

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity
BUCK

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

BUCK UI/HUD

A new experimental segment called "GDD" - Game Dev & Design where Gal documents his work on BUCK as he adjusts the game through Early Access based on...

Devlog 10 / Building your Avatar for VR
BeeBeeQ

Devlog 10 / Building your Avatar for VR

BeeBeeQ Skinning 1 comment

A quick run through on how we brought the Chef avatar to life by building and rigging a complex character rig for VR

A New Approach To Turn-Based Strategies
Ash of Gods: Redemption

A New Approach To Turn-Based Strategies

Ash of Gods: Redemption Design/Concepts

This article describes a new approach we took to implement the turn-based combat in an RPG with some twists to the traditional rules.

Optimize your games reducing draw calls

Optimize your games reducing draw calls

Client Side Coding Tutorial

What Draw Calls are? A Draw Call is nothing but a call given by the CPU to the GPU, to render a mesh. After the call, the GPU takes all the information...

Object Pooling in Unity 5

Object Pooling in Unity 5

Client Side Coding Tutorial

Object Pools (a.k.a. resource pools) are used to manage the object caching. Object Pooling is nothing but a design pattern where we have a pool of objects...

How to implement the mobile accelerometer input in Unity5

How to implement the mobile accelerometer input in Unity5

Client Side Coding Tutorial

Do you know Gameloft Asphalt8, one of the most popular video games which allows you to steer the car just moving the phone? Flight Simulator, Need for...

BallystiX - the full story and basic game guide
BallYstiX (alpha prototype)

BallystiX - the full story and basic game guide

BallYstiX (alpha prototype) Design/Concepts

Hello to all, every game that you respect has a fascinating story, and we want to tell our own, that of BallystiX! Of course, more details will be revealed...

Texture Offset - Power Up Effect
Hevn

Texture Offset - Power Up Effect

Hevn Textures 1 comment

Here's a basic example of how to achieve a "power up" effect by simply adjusting a texture offset value over time.

EXO ONE - Dark Ice Planet Making-Of Videos
EXO ONE

EXO ONE - Dark Ice Planet Making-Of Videos

EXO ONE Mapping/Technical

I've recorded two videos of myself, starting development on Planet #2 for EXO ONE. I'll be using Unity and Map Magic to create heightfields that suit...

Making a Procedural 2D World in Unity Part I
Twin Flames

Making a Procedural 2D World in Unity Part I

Twin Flames Level Design/Theory

Hi, I’m Will, one of the lead programmers of Twin Flames. I’ve previously worked on other big Fat Panda projects such as Flat Kingdom or Lobo With...

How to market and promote your game

How to market and promote your game

PR Tutorial 2 comments

Some devs seem to confuse simple promotion with marketing, and although many marketing practices directly or indirectly involve promotion of one or other...

The Music of Freefall - Lance Talbert
Freefall

The Music of Freefall - Lance Talbert

Freefall Music

Lance Talbert, the programmer & composer of Freefall sits down to talk about his music creation process, the tools he used and the techniques he employed...

Simple Battery-life and Energy Optimization for Mobile Games using Unity
Labyrinth Robots

Simple Battery-life and Energy Optimization for Mobile Games using Unity

Labyrinth Robots Other 2 comments

Simple way for mobile games using Unity to save battery power.

Conception (Dev Blog)
Conception

Conception (Dev Blog)

Conception Level Design/Theory

A post from February 2016 which documented my thought process for why Conception is designed the way it is.

Time Manipulation in Unity - Rewinding Time
Lintrix

Time Manipulation in Unity - Rewinding Time

Lintrix Client Side Coding

While developing and playtesting our game we noticed that it required a lot of memorizing and players often forget what they did wrong while playing the...

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