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Author: Robert

A giant leap for… your arms

November 21, 2015

Where are we now. We have an idea. We have many openings. These need to be barricaded. First question: What is the easiest way forward? I imported my beloved ProBuilder and created a first rough level and placed an awesome free zombie from the Asset Store in there. After a first texturing iteration and some decals we end […]

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Ideation

November 20, 2015

Three basic boundary conditions were there: Must not be published before Utilize Leap Motion Virtual Reality The last one was not in the rules but by me since I do own a DK2 and there was a VR track. Keep the door shut Earlier this year I had an idea for a kind of endless-runner game: […]

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What a Rush – 4 Minute Walk-through

November 20, 2015

Around 6 weeks ago I saw Leap Motion doing a VR jam. They had some nice prizes but honestly I really love jams for a much different reason: a deadline. It forces one to work on a minimum viable prototype, get it running and enhance as much as possible until the deadline arrives. I had some Sundays to […]

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Life is Strange – Adventures are Great

October 25, 2015

So in March this year it happened. A game called Life is Strange suddenly popped up on my Steam account. I checked out what it’s all about, looked at the mechanics and thought: Shit. Shit. Shit. Why the response? The game is really well-crafted. And it features a mechanic that is really intriguing: Time travel. And […]

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Adventures don’t need graphics

October 16, 2015

Due to the superb reviews I decided to buy Lifeline some days ago for my S4 phone. I honestly did not expect much. But. What a ride! For those who don’t know it: you are contacted by someone stranded on a far-away planet and get presented with a number of binary choices as you guide him […]

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Graphics Downgrade – Game Upgrade

August 31, 2015

So I had to learn some hard lessons with Rush ‘n’ Roll. I developed on the PC and used nice shadows, forward rendering and HD textures and all was nice and cosy. Of course I did lots of profiling, optimizations and object pooling to get it to run nicely on my Samsung S4 and S2 as well. […]

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Unity Asset Management

August 6, 2015

I went shopping yesterday and bought around 15 asset packs for interior design, props, furniture, electronics etc. That means I now own 344 asset packages (which I typically buy on sale/summer/winter specials). Since I expect to need many of the ones containing useful models I always import  them into my project. That makes the project […]

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Inventory Inspector

August 3, 2015

Ethan Carter Yesterday I played through the quite amazing The Vanishing of Ethan Carter. It is an exciting expertly crafted open world exploration adventure game with an interesting story (a bit of a let-down at the end but forgiven). What really makes it stand out is its use of a technique called photogrammetry. With that they are […]

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The Very First Screenshots

August 2, 2015

As I am getting closer to my first level that can actually be played through I also invest a bit more time into the scenery, objects and such. Most objects and icons are still placeholders though but I still want to give you a first sneak peak behind the scenes of The Eternals 🙂 TwitterFacebookemail

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Puzzle Design

August 2, 2015

Adventures need puzzles. And good ones actually. When I think of adventure puzzles the following categories come to my mind: Item-Based You collect some item, use it somewhere else, combine items to create new items and use these etc. For me that is THE basis of an adventure game. There is a trend these days to […]

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